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Posted (edited)
27 minutes ago, MortiferusX said:

What can I do when a Slave is fully trained but stuck in training?

Stuck in training how? Maybe show us a screenshot, we always love screenshots with the proper spoiler and tags.

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

Stuck in training how? Maybe show us a screenshot, we always love screenshots with the proper spoiler and tags.

 

It is difficult to show on a screenshot. I have placed them in one of my House-Slave-Cells. and told the Taskmaster to set up all slaves fully trained. 

 

But now I have mulitple slaves which are fully trained but still in training and it won't end. 

 

I already tried to tell them "Your Training is done, tell the trainer" but nothing happens. I have also tried to tell the Taskmaster to stop all training. Same here. 

Edited by MortiferusX
Posted

Hi @TrollAutokill. I had some people report a CTD when my mod was spawning and moving a blindfold, and I suspect I've traced it to a mesh that's being provided by this mod (see discussion here). PAH-DOM ships with a copy of Devious Devices' meshes/devious/devices/blindfold01_go.nif mesh, but the NIF file shipped with PAH-DOM is missing the flags to make it a valid ground object, which makes it float in midair when dropped, and I think is also causing a CTD when I try to move an object using that mesh via script. I've included a screenshot here comparing the file shipped by PAH-DOM (left) and DD (right): the PAH-DOM one is missing the BSXFlags and BSInvMarker properties.

Spoiler

image.png.018d85b84e0620b81da911ebadd7dd2b.png

Left: PAH-DOM, right: Devious Devices 5.2 SE

 

Basically, it's using a regular mesh as a ground mesh, but that doesn't work properly. You should be able to just copy the blindfold01_go.nif ground mesh from DD 5.2 SE or DD NG and it'll be fixed, both of those should have the correct flags set up.

 

Posted
1 hour ago, MortiferusX said:

 

It is difficult to show on a screenshot. I have placed them in one of my House-Slave-Cells. and told the Taskmaster to set up all slaves fully trained. 

 

But now I have mulitple slaves which are fully trained but still in training and it won't end. 

 

I already tried to tell them "Your Training is done, tell the trainer" but nothing happens. I have also tried to tell the Taskmaster to stop all training. Same here. 

Ok so HSH training. Yeah, that's WIP, you should expect weird things.

Posted (edited)
47 minutes ago, Frayed said:

Hi @TrollAutokill. I had some people report a CTD when my mod was spawning and moving a blindfold, and I suspect I've traced it to a mesh that's being provided by this mod (see discussion here). PAH-DOM ships with a copy of Devious Devices' meshes/devious/devices/blindfold01_go.nif mesh, but the NIF file shipped with PAH-DOM is missing the flags to make it a valid ground object, which makes it float in midair when dropped, and I think is also causing a CTD when I try to move an object using that mesh via script. I've included a screenshot here comparing the file shipped by PAH-DOM (left) and DD (right): the PAH-DOM one is missing the BSXFlags and BSInvMarker properties.

  Hide contents

image.png.018d85b84e0620b81da911ebadd7dd2b.png

Left: PAH-DOM, right: Devious Devices 5.2 SE

 

Basically, it's using a regular mesh as a ground mesh, but that doesn't work properly. You should be able to just copy the blindfold01_go.nif ground mesh from DD 5.2 SE or DD NG and it'll be fixed, both of those should have the correct flags set up.

 

Thanks for the report and sorry for the trouble, it's probably an old mesh. I will update it to latest DD.

Edited by TrollAutokill
Posted
44 minutes ago, TrollAutokill said:

Ok so HSH training. Yeah, that's WIP, you should expect weird things.

 

I maybe could solve the problem by deleting the cell and transfering the slaves back to DOM. Now try to set up the camp again. 

 

Posted
6 hours ago, TrollAutokill said:

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.

Have the miner sales been updated so that players can sell without the questline? I remember someone posting that using the skip questline option didn't work for selling to miners.

Posted
18 hours ago, Revdrsyn said:

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. 


ofcouse its gonna ad 1 whole ui lement to enslave as THAT is how you enslave. and hsh doenst e en have but 1 ui element total and that is only for the salve camp controls. so wheree the cuttter? no where. like most your trying to compare older mods to more newer mods. when HSH and  pahe wehre both made there where limited ways to do alot of things. espcaly whenit came to things like  interacting with npc.
as for discord you just got pissed that someone wouldnt come hold your hand and say all this wrong wit your game but walked thru normal trouble shooting steps then when they blocked you due you being a ass you got pissed.

dont worry i cant block you on here but i can ignore anything you do.

Posted
46 minutes ago, crazymango54 said:

Have the miner sales been updated so that players can sell without the questline? I remember someone posting that using the skip questline option didn't work for selling to miners.

No that's still a bug. It's on the list but I am not there yet.

Posted (edited)

Ver 7.10.7 SE

Might be an error on my end, but with this build, after I get a follower to the "Listen to me love" stage, I no longer get the "You will do exactly what I say" dialog choice.

This makes it impossible for them to voluntarily become my slave.

 

I rolled back to ver 7.10.6 SE.

"You will do exactly what I say" works correctly in this version.

It is a bug introduced in 7.10.7. Staying on 7.10.6 for now.

 

Edited by fred200
Posted (edited)
5 hours ago, sidfu1 said:


ofcouse its gonna ad 1 whole ui lement to enslave as THAT is how you enslave. and hsh doenst e en have but 1 ui element total and that is only for the salve camp controls. so wheree the cuttter? no where. like most your trying to compare older mods to more newer mods. when HSH and  pahe wehre both made there where limited ways to do alot of things. espcaly whenit came to things like  interacting with npc.
as for discord you just got pissed that someone wouldnt come hold your hand and say all this wrong wit your game but walked thru normal trouble shooting steps then when they blocked you due you being a ass you got pissed.

dont worry i cant block you on here but i can ignore anything you do.

I left the discord and the Patreon. I don't recall being *banned* anywhere.


It sounds like you have a problem. I didn't need troubleshooting on the server, I have a stable mod list. 

I was reporting bugs in DOM.

 

Like: I always get the abduct menu on the cc pets creation, even if it isn't selected in the MCM to abduct animals. It needs a patch..

 

That bug report doesn't require you to reply, or make up some stuff and tell me the stuff you made up and decided is true is the reason it doesn't work. I wasn't asking for help, I was reporting bugs. 

Edited by Revdrsyn
Posted
1 hour ago, Revdrsyn said:

I left the discord and the Patreon. I don't recall being *banned* anywhere.


It sounds like you have a problem. I didn't need troubleshooting on the server, I have a stable mod list. 

I was reporting bugs in DOM.

 

Like: I always get the abduct menu on the cc pets creation, even if it isn't selected in the MCM to abduct animals. It needs a patch..

 

That bug report doesn't require you to reply, or make up some stuff and tell me the stuff you made up and decided is true is the reason it doesn't work. I wasn't asking for help, I was reporting bugs. 

Could you please take this personal discussion elsewhere.

Posted (edited)
2 hours ago, fred200 said:

Ver 7.10.7 SE

Might be an error on my end, but with this build, after I get a follower to the "Listen to me love" stage, I no longer get the "You will do exactly what I say" dialog choice.

This makes it impossible for them to voluntarily become my slave.

 

I rolled back to ver 7.10.6 SE.

"You will do exactly what I say" works correctly in this version.

It is a bug introduced in 7.10.7. Staying on 7.10.6 for now.

 

It's not an error it's a feature. This option is now harder to get. You need to boost the person submission stat to 70+.

 

That's point 4 in the DOM change log a few posts above. There are 3 thresholds at 30, 50 and 70, to unlock more and more interactions.

 

I guess a slider is in order for those who want an easier challenge.

 

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

It's not an error it's a feature. This option is now harder to get. You need to boost the person submission stat to 70+.

 

That's point 4 in the DOM change log a few posts above. There are 3 thresholds at 30, 50 and 70, to unlock more and more interactions.

 

I guess a slider is in order for those who want an easier challenge.

 

 

I guess the question then becomes: How do you boost the submission of a non-slave?

Posted

a bit unclear regarding Zap 8+ and DD NG

 

if only running ostim, are animations supported from those two packs?

or if npc will simply get off the furniture for animation and then get back on the furniture afterwards?

Posted
5 hours ago, fred200 said:

 

I guess the question then becomes: How do you boost the submission of a non-slave?

To start with, you can chat with them. Then some other options will become available. First flattering and insults, then it should grow up. Of course with an NPC with a story it will be much easier as new means would be available through quest choices.

 

Next update will have sliders to choose easy mode.

 

Posted (edited)
3 hours ago, loversusers said:

a bit unclear regarding Zap 8+ and DD NG

 

if only running ostim, are animations supported from those two packs?

or if npc will simply get off the furniture for animation and then get back on the furniture afterwards?

If you install the animations from those 2 packs they will be played, including the animations with furniture. Otherwise they won't. It might look weird as slaves put in unavailable tied-up poses will look like they are just standing, but will report as tied-up.

 

Also if you don't have the plugins on from those two packs you might not have any bondage furniture at all. So you can't put them in furniture (do me a favor -> sit in furniture) but you can still play animations with furnitures (cage, post, pillory, ...). In this last case the furniture will appear and disappear magically.

 

If you don't want Zaz at all you can edit the Animations.json file and remove or replace all animations starting with "Za". If you're happy with it you can share it here and I will include it in the installer.

 

Beware as some animations also come from Sexlab and same rules apply. DD animations are only mandatory for OAR walking animations.
 

 

Edited by TrollAutokill
Posted
3 hours ago, TrollAutokill said:

If you install the animations from those 2 packs they will be played, including the animations with furniture. Otherwise they won't. It might look weird as slaves put in unavailable tied-up poses will look like they are just standing, but will report as tied-up.

 

 

I have ZAZ 8+ included in all my games, but I tend NOT to register the animations, just to make sure that they don't 'compete' with furniture anims from packs like Billyys, Funnybiz, etc. 

 

I suddenly realised last night that whilst I can see Nazeem placing his owned slave into his pillory of joy, but then proving he's a cad by neglecting her further needs, it might be for that very reason, ie he's looking at the erection as a ZAZ object, and not for a matching Sexlab animation.  As well, this might account for other instances where NPCs placed in pillories attract attention, but which so far has never progressed beyond appreciation of their posteriors

 

So I registered the  ZAZ animations to check this out later today. I'll see later if Nazeem decides to full fill (pun intended) his purchase andd give you some feedback when it reoccurs

 

DQW 

Posted

Hey @TrollAutokill, may I ask how DoM detects a certain device is a gag/plug/collar?

Is the mod simply using keywords, in which case I can simply add a keyword to a certain item for DoM to register the npc as gagged or with a plug for training?

 

I did notice a few DoM specific keywords but not many so wondering if DoM relies on zaz/dd keywords to register a device as gag/plug etc.

Posted
59 minutes ago, Fraying9981 said:

Hey @TrollAutokill, may I ask how DoM detects a certain device is a gag/plug/collar?

Is the mod simply using keywords, in which case I can simply add a keyword to a certain item for DoM to register the npc as gagged or with a plug for training?

 

I did notice a few DoM specific keywords but not many so wondering if DoM relies on zaz/dd keywords to register a device as gag/plug etc.

It has it's own keywords yes or it also checks for Zaz and DD keywords if they exist.

Posted (edited)
14 hours ago, TrollAutokill said:

To start with, you can chat with them. Then some other options will become available. First flattering and insults, then it should grow up. Of course with an NPC with a story it will be much easier as new means would be available through quest choices.

 

Next update will have sliders to choose easy mode.

 

 

Easy mode not needed for me. I like the way you develop them. I just need to know the rules - and what to expect.

Back on Ver 7.10.7 - and sorry for the false report.

In my defense - it was really hard to derive this from the change summary.

 

In retrospect, having converted one slave under the new system - please give us an easy slider...

 

Final comment on this topic.

The second NPC I converted was FAR easier than the first. Not painful at all.

Difficulty apparently depends a lot on the NPC's initial stats.

Edited by fred200
Posted
4 hours ago, DonQuiWho said:

 

I have ZAZ 8+ included in all my games, but I tend NOT to register the animations, just to make sure that they don't 'compete' with furniture anims from packs like Billyys, Funnybiz, etc. 

 

I suddenly realised last night that whilst I can see Nazeem placing his owned slave into his pillory of joy, but then proving he's a cad by neglecting her further needs, it might be for that very reason, ie he's looking at the erection as a ZAZ object, and not for a matching Sexlab animation.  As well, this might account for other instances where NPCs placed in pillories attract attention, but which so far has never progressed beyond appreciation of their posteriors

 

So I registered the  ZAZ animations to check this out later today. I'll see later if Nazeem decides to full fill (pun intended) his purchase andd give you some feedback when it reoccurs

 

PAH!

 

ZILCH success on locking them into a pillory and getting them a TDF job to test that.  They lock into the stocks OK. but if an animation is chosen that does not have the pillory as part of it, they jump out and will cycle through what seems to be parts two or three of those other animations.  On one occasion, the action sequence included pillory sex, but was out of alignment, seemingly using a hidden marker placed where the pillory was created (I had 'moved' the visible pillory model, and the receiver fitted into place OK, but the markers used for the 'action' still seemed to be where the pillory had first been placed and hence the coupled pair were now out of alignment with it).  The slave and agressor NPC did their pillory thing OK, but there's not consistency

 

So I got some progress, which didn't look much good, with nothing really positive to report   Meh!  😏

 

DQW 

 

Posted

 

3 hours ago, TrollAutokill said:

It has it's own keywords yes or it also checks for Zaz and DD keywords if they exist.

 

Thanks!

 

I have another question regarding NFF (nether follower framework).

I see some people use it and say dont use it on slaves because it messes them up.

 

Is nff compatible otherwise with dom, as long as you dont nff activate slaves?

Is there a specific nff configuration in the mcm + load order to avoid screwing dom (which i care more abt)?

Posted (edited)
2 hours ago, Fraying9981 said:

 

 

Thanks!

 

I have another question regarding NFF (nether follower framework).

I see some people use it and say dont use it on slaves because it messes them up.

 

Is nff compatible otherwise with dom, as long as you dont nff activate slaves?

Is there a specific nff configuration in the mcm + load order to avoid screwing dom (which i care more abt)?

All follower manager mods are compatible with DOM. Just don't send a follower into DOM. Potential followers are ok, but not current followers or custom followers (followers with their unique follower quest). DOM tries to forbid abducting or recruiting followers, but some followers can not be detected with the usual factions.

 

Another thing to consider is some follower mods are not compatible with the HSH follower guard feature. This feature uses the vanilla "WaitingForPlayer" actor value, and some follower mods replace it with their own framework. I added support for Amazing Follower Tweaks, but that's the only one I know how to.

 

 

Edited by TrollAutokill

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