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Posted (edited)
On 11/15/2025 at 5:08 PM, pdd001 said:

I stuck at HSH quest. I can't abduct melina with DOM system, i can only capture her with PAHE but doing that will make her lost the quest mark and the quest stuck
Edit: I'm using DOM 7.10.9image.thumb.jpeg.c86d6741eeec9d1fb7bca3adae5a8232.jpeg

What's the quest stage?

 

EDIT: It sounds like you have installed HSH for PAH to me. Make sure PAH_HomeSweetHome.esp depends on DOM and not PAH.

 

EDIT2: This part of the quest is WIP with HSH for DOM.

 

Edited by TrollAutokill
Posted

merci for DOM ! Just i get  3 FNIS Warnings ==> Reading DiaryOfMine>>Warning: Animation file missing: offsetBoundStandingStartArmbinder.hkx<<
>>Warning: Animation file missing: offsetBoundStandingStartCrossed.hkx<<
>>Warning: Animation file missing: offsetBoundStandingStartBoxtied.hkx<<

 

i dont know what is missing .... Dom work even with those missing hkx files. Thank you again for your good job Troll

Posted (edited)
21 hours ago, madcyb said:

merci for DOM ! Just i get  3 FNIS Warnings ==> Reading DiaryOfMine>>Warning: Animation file missing: offsetBoundStandingStartArmbinder.hkx<<
>>Warning: Animation file missing: offsetBoundStandingStartCrossed.hkx<<
>>Warning: Animation file missing: offsetBoundStandingStartBoxtied.hkx<<

 

i dont know what is missing .... Dom work even with those missing hkx files. Thank you again for your good job Troll

Thanks I will check. Those are for walking with tied hands.

 

EDIT: They are included in the last DOM version though.

Edited by TrollAutokill
Posted
4 hours ago, tonitrulupus said:

@TrollAutokill, yeah, I found a minotaur, down near Burma's se boarder (beyond Skyrim mod), now is a trainer LOL seems to be working well, just can't bring it inside, to big. Need a cave lol.

I have yet to meet one...

Posted (edited)
16 minutes ago, TrollAutokill said:

I have yet to meet one...

If to use the BS bruma, I think the cave is the beasts maw, just east of there you will met a lord and 2 reg, got him to by the way, their by some old walls. 

Just make sure you save before getting to them, I have see their animation  get stuck, not sure if it was just a one time thing or its just totally random, but Sexlab would try starting a animation scene every 10 sec. it was funny but annoying, PC would go for 10 sec stop for a second or 2 then go 10 sec. not sure what caused it it was the first and last time I have seen that happen. luckily the event was seen in console or I would not have figure it out lol

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

If to use the BS bruma, I think the cave is the beasts maw, just east of there you will met a lord and 2 reg, got him to by the way, their by some old walls. 

Just make sure you save before getting to them, I have see their animation  get stuck, not sure if it was just a one time thing or its just totally random, but Sexlab would try starting a animation scene every 10 sec. it was funny but annoying, PC would go for 10 sec stop for a second or 2 then go 10 sec. not sure what caused it it was the first and last time I have seen that happen. luckily the event was seen in console or I would not have figure it out lol

So Sexlab has animations for Minotaur. Praise the animation Gods.

Edited by TrollAutokill
Posted
3 hours ago, gegging said:

Fore deleted it. Which is why I had to search for the other fix.

Really? That's suck, though it looks like it didn't fix everyone's issue with that bug, glad you did find another fix 

 

Posted

Tried searching a little but couldnt find anything.

Can you somehow turn off enemy NPCS falling to their knees to be captured? So that they simply die instead.

I'd rather engage with the abduction/enslavement mechanic in other ways.

Posted
6 hours ago, druka said:

Tried searching a little but couldnt find anything.

Can you somehow turn off enemy NPCS falling to their knees to be captured? So that they simply die instead.

I'd rather engage with the abduction/enslavement mechanic in other ways.

DOM doesn't change any combat behaviour. You can even deactivate the combat capture perk. Just don't use the DOM enchanted weapons and capture spells. My guess is you have another mod changing this behaviour.

Posted
7 hours ago, TrollAutokill said:

Just don't use the DOM enchanted weapons and capture spells.

 

Speaking of which, what is the purpose of these weapons?

Asking because I use them but they are really OP (instant enslave).

Wondering if you would consider having their enslave effect only trigger when below a certain threshold of health or stamina so they can be used in normal gameplay loops?

 

 

Posted

Is there a way to get the bathing system from dom but without the get dirty logic?

I tried to tweak bathing renewed mcm but my pc still gets dirty and i dont like the debuffs, i dont want them. Just the dom actions

Posted
4 hours ago, Fraying9981 said:

 

Speaking of which, what is the purpose of these weapons?

Asking because I use them but they are really OP (instant enslave).

Wondering if you would consider having their enslave effect only trigger when below a certain threshold of health or stamina so they can be used in normal gameplay loops?

 

 

 

Can I make a suggestion? 

 

If you want a little bit more 'realism' - insofar as anything on here is realistic! - you can use anything that can paralyse an NPC for a period, and then when any fight etc is over, you can then at that leisure still assault that NPC to bring them to an enslaveable state.  You do need to make sure though, that if you have followers in a battle/with you, they don't kill the paralysed NPC before you can enslave it - to reduce their bloodthirstiness, I always console followers to have a low 'setav attackdamagemult' value to give me a chance of getting there first!  

 

Paralysis potions are easy to make and you can bump up the effects right from the start by using one of the major mods like CACO that can increase their base strength without having to go through the pain of the whole alchemy perk chain to get reasonable periods of incapacitation

 

There was a very good mod called 'Non-Hostile Weapons for Kind Guys' on Nexus that had a 'Peaceful Weapons' esp, with 'Silencer' sword, dagger, arrow and crossbow weapons that had matching arrows and bolts that did the same paralysis thing, but sadly it seems to be hidden presently, but you can get similar effects by messing around with CACO annd normal weapons loaded with Paralysis Poison

 

DQW

 

 

 

 

 

Posted (edited)
13 minutes ago, DonQuiWho said:

 

Can I make a suggestion? 

 

If you want a little bit more 'realism' - insofar as anything on here is realistic! - you can use anything that can paralyse an NPC for a period, and then when any fight etc is over, you can then at that leisure still assault that NPC to bring them to an enslaveable state.  You do need to make sure though, that if you have followers in a battle/with you, they don't kill the paralysed NPC before you can enslave it - to reduce their bloodthirstiness, I always console followers to have a low 'setav attackdamagemult' value to give me a chance of getting there first!  

 

Paralysis potions are easy to make and you can bump up the effects right from the start by using one of the major mods like CACO that can increase their base strength without having to go through the pain of the whole alchemy perk chain to get reasonable periods of incapacitation

 

There was a very good mod called 'Non-Hostile Weapons for Kind Guys' on Nexus that had a 'Peaceful Weapons' esp, with 'Silencer' sword, dagger, arrow and crossbow weapons that had matching arrows and bolts that did the same paralysis thing, but sadly it seems to be hidden presently, but you can get similar effects by messing around with CACO annd normal weapons loaded with Paralysis Poison

 

DQW

 

 

 

 

 

 

 

Thank you very much! 

It's helpful to have your feedback on a specific gameplay loop you are using.

 

So paralysis, yes I have tried. I use the traps mod but using potions on weapons which is what you suggest sounds even simpler. I noticed the paralysis thing does not always trigger for traps, are there skill or enchantment restrictions to the spell attached actually working? For example i dropped a paralysis trap on 20 level 20 conquest of skyrim npcs mid fight, they werent affected.

 

Nonseen's weapons are amazing for enslavement because they reduce stamina/magicka quickly to 0, effectively stunning the target, until you come to deal the final blow. Very follower compatible. Its also bug free because they dont deal much damage, only debuffs on hit, very smart imo. The only issue (but makes sense immersion wise) is that a follower with these weapons is defenseless in the case of a real fight because they deal no damage.

Edited by Fraying9981

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