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Posted (edited)
On 10/24/2025 at 11:54 PM, crazymango54 said:

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.

 

 

 

It might be possible something else has to be done...I think

I experienced some weird oddities the other night with DoM and Conquest of Skyrim that may or may not be tying to enslaving prisoners of war

 

So big ol ramblin story time. (I swear I'm not getting old)

 

New playthrough was focused on Conquering Whiterun. As I believe i mentioned before about claimable locations are tied to your controllable army count, which can be a problem if you focus on modded dungeons which are all incompatible. I thought I'd focus on which would be the best hold to take in regards to food production if I was stuck with 1 army.

 

So i take on the camp needed to enable the Main invasion, frustrations with abducting the hotties mid combat (more on that later for maybe some changes DoM could use), Faction Warfare spawned some Stormcloaks to help out, that mofo Dragon that always harasses me at the start of every Relic Hunter Alternate Start of course (tends to even chase me throught Skyrim as I coc to places to set up new playthroughs like HSH homes), its spawn point was right between the Relic Hunter start and the Imperial Camp.

Anyhoo, one dead dragon and one invasion later, and I DoM abduct the cute Imperial Prisoner of wars and a few helping Stormcloaks.

 

Now for the real frustration, as I attempt to invade Whiterun, problems arised, Imperial kills in the city were not doing anything to the required kill count to progress. Thinking this was the frustrating bug where I had to change cells to progress this mod's scripts again, I entered the various buildings and messed about.

 

That's when I learned when invading a city, you can rob and capture people into Conquering of Skyrim's Prisoner system. (Could perhaps use a DoM abduct dialogue as since this stuff is in cities, trying to abduct the normal DoM ways would trigger alarm/wanted stats). They would run off to safety in the cell change i had to do to trigger the invasion of Whiterun, which was that tiny guard barracks immediately to the left of entering Whiterun.

So cell changes were respawning the Imperial defenders, and at the time, I thought I just had to keep doing it. Lots of visits later and quite a few CoS captured people later, still nothing.

 

Thinking maybe it triggered but not displayed properly, tried visiting Dragonsreach to check on Balgruuf, who i realized was in bed. Now in my modlist, when things get crazy and you get a wanted status from accidental murders, thefts or whatnot, the guard force greet tends to crash my game ("You have committed crimes against Skyrim and her people").

So I thought it was best to avoid a trespass checking on Balgruuf, and I hate using the Wait functions. So a few in-game hours and even more Captured people later and Balgruuf was still Balgruuf.

 

It took me an irl hour to figure it out.

Despite triggering the Whiterun invasion via your commander INSIDE the city, the spawning defending Imperials required to kill to progress are OUTSIDE the city near the entrance

 

After much anger and some more DoM abducted Imperials, what seemed like an instant later, things progressed. I DoM enslaved the Prisoners of War of the Imperials that remained, Balgruuf was ready for a showdown and Whiterun was quickly and finally mine. Had to leave the abducted Imperials alone for a bit as the Conquest prisoner/robbing dialgoue always took over so I couldn't initiate the usual DoM Fresh capture dialogue until after Whiterun was mine.

 

....then came the 92 captives that were trapped in that tiny little guard barracks cell. Citizens, the Unique townspeople like the Companions, even guards, Balgruuf's kids and the random Stray dog. All cuffed and now following me.. All of them pissed

 

So I had to hunt down my Second in Command to check this prisoner system(They start the slow walk to your new territory once you take a hold, why they don't teleport like your Army Commander does when invading is beyond me)

 

Ok here's where the DoM bugginess comes in for the TL:DR version

 

Second in Command said I had 3 Imperial prisoners already in the system. Even though I know I enslaved or executed all of the Prisoners of war, and there were more than 3 of them.

These Prisoners of War I could not get removed from the prisoner system.  I could ransom them endlessly, and it probably made things worse with the limited amount of prisoners that you could have possibly filling them up. After trying to fiddle with depositing the priosners and ransoming them to free them, it eventually said I had no room to deposit prisoners despite no prisoners in the system except those bugged 3 Imperials being in there. A very possibility to add onto this is I probably ransomed the same citizen more than once in the system with how buggy it was being and it not removing them properly. So I was stuck with 60 some pissed off NPCs following me.

 

So it's just really hard to tell if DoM messed things up trying to enslave the prisoners of war or the Prisoner system in Conquest of Skyrim has some issues.

 

 

edit: Oh right the abducting mid-combat frustrations I had I wanted to bring up.

 

So I like to use the abduct key to enslave mid combat. With the way it like tries to pause things like combat to do the DoM animations, it feels like DoM does a smoother better job at handling the enslaving process doing this way.

But with the way the abduct key is handled with the Predator stat and not based on the target's health it's become a force of habit of mine to thinking it's not working properly doing this mid combat on new games since my Predator stat is low or 0

 

So I'm thinking maybe the Message Box Enslave could have an option to do the DoM animation or have the abduct key take into account Capture Health percentage for early game combat uses until your Predator stat builds up.

 

 

 

 

update: and I might as well try to bring up the HSH ideas while I'm typing this before I forget again.

 

 

I think I mentioned this briefly but it can be difficult to tell what the taskmistress is doing after assigning her something or if script issues/lag or what not is getting in the way without watching logs

Perhaps when in a HSH cell, with the Apropos style widgets, the taskmistress could maybe have a special spot or a special selected color displaying this.

"Taskmistress is assigning Trained Slave to untrained slave to train in Respect"

And then maybe when doing a call assembly, a notification can pop up display what's going on when it's firing

"Taskmistress is gathering 10 untrained slaves" (or perhaps x of 10 untrained slaves as it goes, but usually from I've seen once it starts properly the rest of the call assembly goes smoothly)

 

Call assembly: Bring all Virgins (true or otherwise), useful to prevent sex training on them or when you want to pop a cherry.

Call assembly outcome. > Brand/Unbrand selected (DoM or DocClox status)

Call assembly outcome. > Equipment style DoM stuff to selected (Gag, Plug, Blindfold, Cuff, Collar etc)

Call assembly outcome. > Transfer Selected to AYGAS Brothel of the same cell/HSH Home

Call assembly:  Bring loyal/inlove

Call assembly: Bring all Broken and Trauma building slaves that are not loyal or inlove

Call assembly: Bring all DoM Slavers/Henchwenches (Or is this lost during a HSH transfer and you have to serious chat them again to be a slaver, never paid attention to this)

 

Perhaps maybe something that can be used as a way to call assembly of a personal sorted set. For example: Bring all collared slaves or non-DocClox DoM branded. Not sure about other bondage devices or jewelry as a bring call assembly, as I sometimes see widgets pop up of a slave getting these, like kink teases, during HSH schedule training. I think maybe one of the HSH bondage training animations is using a gold bondage device (if i had to guess maybe a gold yolk) that's setting off the jewelry tease.

 

The Dispatch finished trained slaves to another location could maybe also have an option to transfer them to the AYGAS brothel of the cell of this HSH home.

Or perhaps an option to transfer to DoM but they are bound or kneeling or on all fours and the taskmistress presents them to you the next time you arrive.

Not sure about the dispatch stuff cause if feels like you are not going to want all your finished trained slaves to have the same outcome of HSH home transfer or whatnot

 

Maybe when a Trainer force greets you when they have completed training of a slave there can be DoM praise options or it as a selection for praise in the DoM praise wheel

 

It's been awhile since I tested the "prepare these slaves for travel" outcome from a call assembly that transfers those selected HSH slaves to PAH/DoM. Pretty sure it still bounds them all in random zaz stuff during transfer. But perhaps maybe more fine-tuned options could be useful so it's only specific Zaz devices. Or maybe even a non-zaz/bondage option and instead options to set them to the special DoM equipment following options on transfer. Cuffs, Yoke or on all 4s for example

 

Kind of want to see something of a re-shuffle option that unassigns trainers and trainees and tries again to schedule a setup for everyone. Because when you get some new set of slaves brought into your HSH cell and everyone prior has been setup. You either have to put a bit of work finding and re-assigning everyone that usually involves looking at everyone stats., or wait until the trainers have completed training their slaves in all stats that they are capable of which can take days.

A few times I tried un-assigning and reassigning the taskmistress to re-enable the schedule training dialogue option in the taskmistress menu but I'm not sure if that is helping or even doing anything. That previously mentioned widget or notification on things the taskmistress is doing would be helpful here.

Sometimes I can't tell if I'm just blind looking for the HSH stuff in the logs or if I'm just spoiled or used to how easy it is to spot DoM's

 

edit: doh. I almost forgot something that should be looked into. Haven't tested it in the most recent version.

The Slave tab of HSH slaves in the same home in the HSH MCM only goes up to 43, there's no extra tabs to view the others for when you have 44+ slaves in the same HSH home.

Edited by McLovin3
Posted
30 minutes ago, McLovin3 said:

 

 

It might be possible something else has to be done...I think

I experienced some weird oddities the other night with DoM and Conquest of Skyrim that may or may not be tying to enslaving prisoners of war

 

So big ol ramblin story time. (I swear I'm not getting old)

 

 

 

OOIC, is there anyone left in Whiterun at the end of all this? 😃

 

Who's now there to buy any of the newly accomplished trainees?  Also, won't you flood the Skyrim marketplace and tank the prices? 

 

And if all these newly trained horny NPCs are going to need some love and attention, other than you running around after them all after pumping your player up on the Skyrim equivalent of Viagra, who's doing that?

 

😝 firmly in cheek ..

 

DQW   

Posted
3 hours ago, McLovin3 said:

The Slave tab of HSH slaves in the same home in the HSH MCM only goes up to 43, there's no extra tabs to view the others for when you have 44+ slaves in the same HSH home.

HSH was not designed for that kind of overpopulated house. Actually the total number of slaves in houses and camps is limited to 128 by construction (Skyrim limit).

 

Posted
10 minutes ago, TrollAutokill said:

HSH was not designed for that kind of overpopulated house. Actually the total number of slaves in houses and camps is limited to 128 by construction (Skyrim limit).

 

 

I'm assuming AYGAS brothels are its own 128 limit too right?

So I guess the only option in such a scenario when I need to see or use something in their MCM data is transferring her out of HSH or enough of the other HSH slaves off to knock that slave to #43.

 

Loverslab needs more sex dungeon player homes man. Tara's are like the only other good quality ones out there, but they were meant for player submissive or player enslaved type scenarios with their player activated bondage traps

Posted
4 hours ago, McLovin3 said:

....then came the 92 captives that were trapped in that tiny little guard barracks cell. Citizens, the Unique townspeople like the Companions, even guards, Balgruuf's kids and the random Stray dog. All cuffed and now following me.. All of them pissed

 

 

my favorite part. Dude takes 92 captives all at once and expects nothing breaks :D

ngl, I do the same all the time!

Posted (edited)

@TrollAutokill do you support traps of any kind to capture slaves?

Was wondering this could be a fun addition, probably relying on a third party mod:

 

put traps on the floor -> NPC walks on trap -> NPC can't move -> use existing DOM menu to Abduct

 

I found this mod that enables droppable traps with a paralysis spell:

https://www.nexusmods.com/skyrimspecialedition/mods/133446

Edited by Fraying9981
Posted
2 hours ago, Fraying9981 said:

Dude takes 92 captives all at once and expects nothing breaks

People don't realize that script still takes time to run, though it may only take a few 100ms, they still need time.  If I ever capture, its only 2 or 3 at a time and even then I do wait until I get them collared before going to the next captive.

Posted
1 hour ago, tonitrulupus said:

People don't realize that script still takes time to run, though it may only take a few 100ms, they still need time.  If I ever capture, its only 2 or 3 at a time and even then I do wait until I get them collared before going to the next captive.

 

same, and DOM is actually so much better for this than standard Pahe. in standard pahe I got so many corrupted saves because I tried to enslave 6 bandits at the same time after clearing a camp

Posted
1 hour ago, Fraying9981 said:

 

same, and DOM is actually so much better for this than standard Pahe. in standard pahe I got so many corrupted saves because I tried to enslave 6 bandits at the same time after clearing a camp

Well that's because we are trying to add entries to a array in a multithreaded environment. It's still a problem with DOM but I added a few safe checks and recover at load game.

Posted (edited)
5 hours ago, McLovin3 said:

 

I'm assuming AYGAS brothels are its own 128 limit too right?

So I guess the only option in such a scenario when I need to see or use something in their MCM data is transferring her out of HSH or enough of the other HSH slaves off to knock that slave to #43.

 

Loverslab needs more sex dungeon player homes man. Tara's are like the only other good quality ones out there, but they were meant for player submissive or player enslaved type scenarios with their player activated bondage traps

I am not sure about AYGAS. It could be just 8 atm.

 

Just send them out of to another less populated house. Or read their Diary, use the info spell or dialogue.

 

Tara has bondage traps?

Edited by TrollAutokill
Posted
5 hours ago, Fraying9981 said:

@TrollAutokill do you support traps of any kind to capture slaves?

Was wondering this could be a fun addition, probably relying on a third party mod:

 

put traps on the floor -> NPC walks on trap -> NPC can't move -> use existing DOM menu to Abduct

 

I found this mod that enables droppable traps with a paralysis spell:

https://www.nexusmods.com/skyrimspecialedition/mods/133446

Interesting, I put it in my list. Though I never saw any suitable trap like animation. Maybe a caged pose?

Posted (edited)
3 hours ago, tonitrulupus said:

People don't realize that script still takes time to run, though it may only take a few 100ms, they still need time.  If I ever capture, its only 2 or 3 at a time and even then I do wait until I get them collared before going to the next captive.

 

1 hour ago, Fraying9981 said:

 

same, and DOM is actually so much better for this than standard Pahe. in standard pahe I got so many corrupted saves because I tried to enslave 6 bandits at the same time after clearing a camp

 

Hold on you two. There's a bit of context you guys weren't getting here from my story.

 

These were 92 NPCs that were taken captives via Conquest of Skyrim NOT Diary of Mine.

 

There were no scripts firing during this capturing (or at least it was like microscopic). they said their silly lines "Oh no! By the gods this can't be happening" and then ran off cuffed to that tiny barrack cell

With the crazy crap going on with the Invasion, Robbing and Conquest Capturing those people was probably the most stable clean running thing I had in regards to screwing around in a good long while.

 

edit: I was hoping to find some Conquest of Skyrim Invasion videos showing the capturing and robbing but couldn't find it.

In fact most of the videos I saw of Invasions were vastly different that what I played.

They had a Whiterun invasion that had you starting near the Stables, clearing out waves both outside and inside the city and some you took out the hold's guards not Imperials.

Mine also had an optional pillage objective where you can grab barrels of things for your faction's economy before confronting the Jarls

Amazes me how Conquest had such a drastic change before the mod author stopped updating and made it open source.

 

 

I still totally overdid it when it came to the point of boredom waiting for Balgruuf to wake up and me trying to find out what was wrong before attempting to rollback to a previous save, before i found a solution and just continued...completely forgetting i Conquest captured all those people and then they all barged out of that barracks like a clown car once I conquered Whiterun and the mod set those NPCs to follow me.

Edited by McLovin3
Posted
31 minutes ago, TrollAutokill said:

Interesting, I put it in my list. Though I never saw any suitable trap like animation. Maybe a caged pose?

 

yeah that would be sick! I just tried gas trap => it works perfectly. trigger it with an arrow -> NPC is stunned -> DOM abduct menu works properly.

 

maybe no custom code is needed from DOM to be immersive enough, except for an animation like you suggest!

 

35 minutes ago, TrollAutokill said:

Well that's because we are trying to add entries to a array in a multithreaded environment. It's still a problem with DOM but I added a few safe checks and recover at load game.

 

this is helpful! thanks for sharing

Posted (edited)
1 hour ago, TrollAutokill said:

Tara has bondage traps?

 

I guess with Fraying talking about bear traps shortly after, there was some confusion

 

I remember some of tara's home or home like mods had these player only trigger areas where if you activated it by proximity, it would teleport the player into a certain Zaz object. There was no manual input to bind yourself like what you'd expect from a Zaz object.

Like if there was a suspended cage high above and you got close to it on the ground, you'd get teleported up to it and put into a bondage position in it.

Sometimes these things were a pain in the butt to get out of, even with console commands. And I remember times trying to get out of it only to land on the trigger and instantly get trapped again.

 

Perhaps maybe this was some old outdated LE Zaz stuff not working right?

 

I could've sworn the Bannered Mare Immersive Sexual Playground had a couple (I think one was by a Pull lever) but I see no mention of it in sattyre's version, unless I downloaded an old, outdated version of tara's back then

 

 

 

Tara's Ultimate Whiterun Brothel was the one I was specifically referring to being a really good looking bondage home. And the description of the original still mentions these "traps" in the home (and mentions that some can only be escaped by tcl). I never really did get to fully explore the home properly with mesh, texture, and compatibility issues like High Heels LE along with crashes and minimum knowledge importing LE mods at the time.

 

@Skambalag apparently tried to remix it and fix some things and remove some dependencies like Devious Devices. Though it sounds like High Heels is still a requirement and the traps are probably still there.

 

Though i suppose it doesn't matter as the mega link for the remix version is dead so it might be lost to the wind.

Edited by McLovin3
Posted (edited)
1 hour ago, Strager said:

Question: are there any method to assign\remove kinks to a slave after capture?

From the MCM actor list.  Save JSON, edit JSON, load JSON. Kink names are listed in the MCM kink tabs or copy paste them from the main JSON Kink definition.

Edited by TrollAutokill
Posted
2 hours ago, McLovin3 said:

 

Though i suppose it doesn't matter as the mega link for the remix version is dead so it might be lost to the wind.

And I guess you don't have it lying somewhere on your hard drive?

Posted (edited)

hi 

1. tattoos won't transfer to pahe and vice versa.

2. health bar of some slaves after fight won't fill in dom.

3.training animations won't start in pahe hsh.

4. trainees won't follow trainers in pahe hsh.

5.slaves teleport to wilderness from camp in pahe.

version is 7.10.7

tnx

Edited by mike1368
Posted

Forgive me for asking but is there a way t8 assign personality traits? I ask because I use a mod that assigns a companion of mine a submissive personality. And I wanted to turn her into a companion slave but personality may not match what she is.

Posted (edited)
2 hours ago, VaunWolfe said:

Forgive me for asking but is there a way t8 assign personality traits? I ask because I use a mod that assigns a companion of mine a submissive personality. And I wanted to turn her into a companion slave but personality may not match what she is.

As said before. Use the spell to write/read JSON persona. If you do it on a trash game, next load you meet her for the first time she will have the personality from the JSON.

Edited by TrollAutokill
Posted (edited)
On 10/31/2025 at 5:55 AM, TrollAutokill said:

And I guess you don't have it lying somewhere on your hard drive?

 

The one I tried back then was tara's original version, that I don't have anymore, but i think its Mega download link is still available 

It's the remix one I never tried that might be gone unless someone has a copy or if @Skambalag ever returns

 

 

So I tried another small Conquest run in regards to DoM enslaving and CoS's prionsers of war.

And while I don't feel like I've done enough tests yet.

I have a theory the issue of the Prisoner system acting up may be trying to DoM enslave the Stormcloaks/Imperials in combat during the invasion before they yield and possibly becoming prisoners of war. I think its whatever trigger thats making them yield and possibly becoming Prisoners of War is getting the slaves and counting them as prisoners and messing up Conquest's Prisoner system

It felt like I captured 2 in combat before they yielded. Afterwards I tried DoM enslaving, executing or leaving as is so I had varied samples. When checking on my 2nd in Command he said there were 7 total prisoners. I was able to get rid of all but 2.

The thing that is probably going to be difficult to fully confirm is when everyone yields, not all of them are considered prisoners of war. (Usually, the Prisoners of War are essential. If you decide to free or execute them, they lose the essential status)

 

Riften's Conquest Stormcloak camp is surprisingly close to my base of operations so I got an easy save to consistently reload and invade and test results

I might also just try enslaving imperials or stormcloaks before an invasion, and bring them with me before the yield and see if they add to CoS's prisoner system count

 

update: did one more tiny test. No mid-combat DoM enslaving. 2 became prisoners of war. The male always essential commander was executed the female trooper DoM enslaved without freeing. All other yielded Stormcloaks were DoM enslaved. 2nd In command said I had 2 total prisoners and I could get rid of both of them (1 was considered commander so executions may not be counting possibly)

Edited by McLovin3
Posted
On 10/31/2025 at 9:55 AM, TrollAutokill said:

And I guess you don't have it lying somewhere on your hard drive?

 

I have 2 or three versions, but they are all huge.  The remix has 2 versions and is 638K.  Is it poossible to send you that by PM, or is LL t/f file size tooo small for that?

 

DQW

Posted
7 minutes ago, DonQuiWho said:

 

I have 2 or three versions, but they are all huge.  The remix has 2 versions and is 638K.  Is it poossible to send you that by PM, or is LL t/f file size tooo small for that?

 

DQW

It's too big for LL. It's Mega or Dropbox I am afraid.

Posted

Hi, quick (and probably dumb) question:

I have installed AYGAS, HSH and DOM in the order written on the instal guide and indeed they rely on DOM and not anymore on PAHE. The problem is that I have DOM running on OStim (for several reasons I prefer it to SL) and both AYGAS and HSH require SL installed; is it intended, did I make a mistake or anything in between/else?

Thanks in advance for all the help!

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