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Posted

DOM 7.11.6 is out - Development version.

 

  • HSH:
    • Corrected failure to keep Melina because DOM was looking for PAH if it was deactivated after being active (see DOM changes below).

    • Removed intermediate stage quest 115 for the moment, back to stage 110. I will put it back later once Pardo has been informed of your misdemeanor.

  • DOM:
    • Corrected failure to recruit or enslave actors because DOM was looking for PAH if it was deactivated after being active (see below).

    • Corrected DOM_PAH interface being stuck in wrong PAH addon mode if PAH was deactivated

    • Set Gunslicer patch to optional in installer. This patch can create errors with OAR under certain conditions (not clear which atm).

    • Added Display Model 3 patch

      • Use display model furniture as usual. DOM actors will be set to locked in device behavior.
      • Kinks should be recognized if the name of the DM3 furniture is explicit. Same with Zaz furniture.
    • Added Succubus Personal Assistant Farms patch to transfer DOM slaves instead of PAH. 
      • This one needs Succubus Farms and use the PAH dialogue.
      • You need to have DOM installed after Succubus mods!
    • Added drink skooma (or sleeping tree sap) in dialogue and wheel menu.
      • In addition to the usual effects, it increases the chance for shock, broken and sad.
      • There is also a chance for being addicted and getting unconscious.
      • Unfortunately too many mods modify skooma potions and it was not possible to add a DOM Skooma effect without screwing a dozen of them.
      • As a consequence DOM Skooma effect is only applied when using DOM dialogue/wheel menu and not by just quaffing the potion.
    • Added special items (like wigs) to never strip.
    • Followers notifications always appear even if far from player.

    • Spellbound enchanted weapons can capture animals, creatures or undead if allowed, regardless of gender and race. Undead NPC capture is subject to gender and race toggles. 

Posted
43 minutes ago, adumpaccount said:

Bit of a weird issue, basically whenever I try to chain up a slave, whatever pose I order them to take, the always use the same animation (ZazAPC051.hkx according to the OAR overlay).

Papyrus.0.log 251.6 kB · 1 download

Your log file only shows ZazAPCAO312 and only for one slave, Shanice. Animations are choosen depending on the personality of the slave, this one is Shanice's tied-up wth chains choice.

Posted

This mod is great, I have a lot of fun using it with pahe and aygas. I have a question: are all slaves supposed to be rude towards the player after being sold to a npc? Without exception they all either refuse to talk when we meet again "leave me be" or say rude things like I hope you die or other similar lines. Is this the result of how I treat them when they were mine, or they simply aren't programmed to retain respect or affection to their former owner? I was even hoping some that I used to treat nicely (or reached inlovers/loyals at some point) would ask me to buy them back.

Posted (edited)
5 minutes ago, lupursu said:

This mod is great, I have a lot of fun using it with pahe and aygas. I have a question: are all slaves supposed to be rude towards the player after being sold to a npc? Without exception they all either refuse to talk when we meet again "leave me be" or say rude things like I hope you die or other similar lines. Is this the result of how I treat them when they were mine, or they simply aren't programmed to retain respect or affection to their former owner? I was even hoping some that I used to treat nicely (or reached inlovers/loyals at some point) would ask me to buy them back.

Yes, because you sold them through AYGAS and that's how AYGAS slaves behave. Maybe once I get to AYGAS for DOM, this will change.

Edited by TrollAutokill
Posted (edited)

@TrollAutokill

 

I'm way behind right now , but I noticed that saves from one of my 2 active games (7.11.4 with PAHE 8.0.2) were showing lots of suspended stacks from SKI_Configmanager and there were a whole heap of DOM related entries in my Papyrus Log.  These took the form of: 

 

-------------------

 

[12/13/2025 - 08:54:09PM] Error: Unable to call GetName - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dom_diarybook.GetName() - "<native>" Line ?
    [DOM04 (2798EAFB)].dom_diary.CheckDiaryByIndex() - "DOM_Diary.psc" Line 501
    [DOM02Topic (270ED87C)].dom_slavemanager.UpdateActorArray() - "DOM_SlaveManager.psc" Line 587
    [DOM02Topic (270ED87C)].dom_slavemanager.Initialize() - "DOM_SlaveManager.psc" Line 51
    [DOM01 (27000D61)].dom_core.OnPlayerLoadInit() - "DOM_Core.psc" Line 1590
    [DOM01 (27000D61)].dom_core.OnPlayerLoadGame() - "DOM_Core.psc" Line 1513
    [alias PlayerAlias on quest DOM01 (27000D61)].DOM_PlayerAlias.OnPlayerLoadGame() - "DOM_PlayerAlias.psc" Line 8.

 

-----------------

 

and

 

[12/13/2025 - 08:41:33PM] warning: Assigning None to a non-object variable named "::temp466"
stack:
    [DOM01 (27000D61)].dom_mcm.UpdateNPCsPage() - "DOM_MCM.psc" Line 3206
    [DOM01 (27000D61)].dom_mcm.OnPageReset() - "DOM_MCM.psc" Line 1916
    [DOM01 (27000D61)].dom_mcm.SetPage() - "SKI_ConfigBase.psc" Line 865
    [SKI_ConfigManagerInstance (30000802)].SKI_ConfigManager.OnPageSelect() - "mgddgfsedsolmrqyulorz" Line 359
[12/13/2025 - 08:41:33PM] Error: Cannot call GetValue() on a None object, aborting function call

 

-----------------------

 

After fiddling about a bit, the bottom line seemed to be that I had inadvertently purloined the DOM diary from a slave's inventory/equipped items, and it was then throwing these errors and creating the suspended stacks. 

 

Once I put the diary back into the slave's inventory/equipped items, it all seems to be back to normal, with no repetition of these specific errors

 

Quite stupid, really, 😏, but I'm not sure if it's something you could/might want to add to the startup checks, just to avoid some other bumbling old fool doing likewise 

 

Or if not so, then at least this post might be of use to someone else

 

EDIT: On further reflection, there is another mod in this game throwing out this error:

 

    [SKI_ConfigManagerInstance (30000802)].SKI_ConfigManager.OnPageSelect() - "mgddgfsedsolmrqyulorz" Line 359

 

...but no stacks are arising from those errors (there are LOTS of them).  I think that its inclusion in the stacked stuff here may just be unfortunate timing, and not directly DOM related 🤔

 

DQW

 

Edited by DonQuiWho
Posted

First of all thank you for supporting/maintaining this mod! I just downloaded the 7.11.5 version and Wabbajack isn't recognizing it, the folder inside the zipped folder says 7.11.6. Is that the issue by any chance? Thanks in advance!

Posted
1 hour ago, TrollAutokill said:

Your log file only shows ZazAPCAO312 and only for one slave, Shanice. Animations are choosen depending on the personality of the slave, this one is Shanice's tied-up wth chains choice.

Just to be clear, I tried multiple times with multiple slaves across multiple save files with both my regular modlist and a stripped-down "bare essentials" modlist to chain them in any pose other than the one I got, and they always performed the same animation (stood upright, hands chained to the ground behind their back). Also, if personality determines the position in which slaves are chained up, then genuinely why does the mod have dialogue options to choose a position?

Posted
7 hours ago, crazymango54 said:

Yup. But like I said it wasn't a new game, so that might be causing it. I'll try a new game when I have a chance.

Just tried today's version on a new game, still can't select skooma in the wheel and nothing happens if I pick the dialogue. Let me know if I can test it further somehow, I haven't seen anyone else report issues so idk.

 

I just had some thought about skooma in general though, if you ever feel like expanding on it.

 

One thing is maybe in the initial capture dialogue, you could force a slave to drink skooma, which makes them stay quiet and not run away for a little while. Another thing would be random addiction distributed sort of like virginity, where some slaves you get are already addicted. Last two things would be a cure for addiction and addiction affecting their price negatively. Hope you like one or two of the ideas.

Posted

Hey so I found a weird/buggy loop on my current playthrough = DOM/HSH blocking each other and deregistering slaves.

 

It might be due to my behavior, and might not be a fundamental bug, but since it took me some time to identify I would like to report:

  • Context: Pah HSH exterior cell (Fort Amol)
  • I set DOM trainer X to have their base here (Fort Amol)
  • I play a bit in other cells around Riften, add some slaves to DOM trainer X
  • Then I tell DOM trainer X to escort slaves to base (Fort Amol). X arrives to Fort Amol, no problem.
  • The it starts to get buggy: slaves disappear or are unresponsive.
  • It took me some time to connect everything, but basically it seems because I set an exterior HSH cell there, DOM automatically tries to transfer the slaves of X to the exterior cell. Now this may be intended behavior right? since I put a HSH cell and told the DOM trainer it was their base.
  • The issue is DOM HSH transfer takes SO LONG like 5-10 minutes IRL. In the meantime: most slaves - not just the unresponsive ones - are buggy as hell = they don't appear in the list, the wheel doesn't work, they get free randomly and I have to reenslave them etc.
  • How I figured this out: I had an invincible defeated NPC who was respawning constantly. I couldn't get rid of him and it was annoying as hell. After I while I checked the dialogue and saw there was the HSH camp dialogue -> 💡: the NPC was invincible because it was in a HSH cell. Note: my HSH menu showed the camp is empty, so it's still a bit buggy.

 

I want to say Kudos to @TrollAutokill because I didn't get ANY CTD. DOM is really robust, it's very impressive. In any other mod the game would have crashed, but with DOM I could go on investigating this bug for hours without any crash.

 

What I would like to know: obviously it's probably the HSH cell that is buggy. Can I just remove it altogether? Will it mess up the slaves that are trying to register + the trainers in particular?

 

I'm using:

  • Acheron Yamete
  • Diary Of Mine 7.11.4_SE_fomod
  • PAH_HomeSweetHome_1.33b_SSE (overwritten by DOM)
  • No classic Pah (which might explain why transfer is slow, but Pah vanilla is so buggy I prefer to keep DOM only <3)
Posted
6 hours ago, zeebyrice2468 said:

First of all thank you for supporting/maintaining this mod! I just downloaded the 7.11.5 version and Wabbajack isn't recognizing it, the folder inside the zipped folder says 7.11.6. Is that the issue by any chance? Thanks in advance!

I guess your list needs 7.11.5, but the XML inside the food says 7.11.6.

 

I will correct that asap.

Posted
5 hours ago, adumpaccount said:

Just to be clear, I tried multiple times with multiple slaves across multiple save files with both my regular modlist and a stripped-down "bare essentials" modlist to chain them in any pose other than the one I got, and they always performed the same animation (stood upright, hands chained to the ground behind their back). Also, if personality determines the position in which slaves are chained up, then genuinely why does the mod have dialogue options to choose a position?

The personality is for the random choice. Dialogue and wheel fixed options should still work as advertised.

Posted

Thanks a lot for the update, I can see from the last time I tried to get my head round the mechanics a lot has changed. Its just so easy now recruiting NPCs to do all the heavy lifting thing. 

 

One prob I haven't sussed yet. Some of the slaves I make pretty, with armour and weapons then 5 mins later half of it has gone and a lot of the time wont use weapons?? I' going to use the slavers guild on the lake, cant seem to find it here its on pednet, but little info about it. Skyrimlazz makes massive homes which seem to work.

Posted
1 hour ago, theman123 said:

image.png.3dc3e4e2ef0402565de51b26499a1b1a.pngWhich one is the latest version? I read on another discord that 7.11.5 is actually 7.11.6 but just renamed.

 7.11.5 had a huge bug and was terminated. During the termination phase it was replaced by 7.11.6 as a safeguard.

Posted (edited)
42 minutes ago, brussh said:

One prob I haven't sussed yet. Some of the slaves I make pretty, with armour and weapons then 5 mins later half of it has gone and a lot of the time wont use weapons??

First when they loose their equipment, are they naked or equipped with their default equipment or something else?

 

If that's the classic Skyrim forcing outfit on actors, I need to check the default value is indeed to clear the outfit.

 

It could also be SPID forcing an outfit on the actor.

 

Now if the equipment actually disappears from the slaves' inventory, that's something I have never encountered.

Edited by TrollAutokill
Posted
9 hours ago, Fraying9981 said:

Hey so I found a weird/buggy loop on my current playthrough = DOM/HSH blocking each other and deregistering slaves.

 

It might be due to my behavior, and might not be a fundamental bug, but since it took me some time to identify I would like to report:

  • Context: Pah HSH exterior cell (Fort Amol)
  • I set DOM trainer X to have their base here (Fort Amol)
  • I play a bit in other cells around Riften, add some slaves to DOM trainer X
  • Then I tell DOM trainer X to escort slaves to base (Fort Amol). X arrives to Fort Amol, no problem.
  • The it starts to get buggy: slaves disappear or are unresponsive.
  • It took me some time to connect everything, but basically it seems because I set an exterior HSH cell there, DOM automatically tries to transfer the slaves of X to the exterior cell. Now this may be intended behavior right? since I put a HSH cell and told the DOM trainer it was their base.
  • The issue is DOM HSH transfer takes SO LONG like 5-10 minutes IRL. In the meantime: most slaves - not just the unresponsive ones - are buggy as hell = they don't appear in the list, the wheel doesn't work, they get free randomly and I have to reenslave them etc.
  • How I figured this out: I had an invincible defeated NPC who was respawning constantly. I couldn't get rid of him and it was annoying as hell. After I while I checked the dialogue and saw there was the HSH camp dialogue -> 💡: the NPC was invincible because it was in a HSH cell. Note: my HSH menu showed the camp is empty, so it's still a bit buggy.

You're not suppose to enslave actors being transferred, this is what creates the mess. It seems I need to add a check to the transfer faction to forbid this.

 

HSH was always slow to enlist actors, just be patient.

 

 

Posted
13 hours ago, zeebyrice2468 said:

First of all thank you for supporting/maintaining this mod! I just downloaded the 7.11.5 version and Wabbajack isn't recognizing it, the folder inside the zipped folder says 7.11.6. Is that the issue by any chance? Thanks in advance!

Download .6 and rename it .5, following this procedure from the Wabbajack troubleshooting FAQ:

 

Spoiler

Check the Log

Inside your Wabbajack folder should be another folder with the version number of the current version of Wabbajack.

Navigate to this folder. Inside will be a logs folder.

Navigate to this folder and find the most recent log (the one where installation failed)

At the very end will be a list of web links for files that failed to download. You can download these manually and relocate them to your modlist's downloads folder.

It is important to delete incomplete versions of the failed files from this folder before the attempt.

 

 

Posted
57 minutes ago, TrollAutokill said:

You're not suppose to enslave actors being transferred, this is what creates the mess. It seems I need to add a check to the transfer faction to forbid this.

 

HSH was always slow to enlist actors, just be patient.

 

 

 

thanks.

for clarification: actors are already enslaved (in cell A) when they reach Fort Amol where the camp is (cell B).

My point was that actors are transferred to HSH automatically by virtue of the trainer just taking them there OR following me (what I noticed)

 

I'll be more careful about enslaving near an HSH encampment in the future anyway

 

 

6 hours ago, TrollAutokill said:

Now if the equipment actually disappears from the slaves' inventory, that's something I have never encountered.

 

Happens to me occasionally, including for unique NPCs. I leave a DOM slave somewhere (not in a camp) -> i come back hours later -> their gear is reset.

Posted
9 hours ago, TrollAutokill said:

The personality is for the random choice. Dialogue and wheel fixed options should still work as advertised.

After some additional testing, I can confirm that all the animations that are supposed to play work and can be played properly through the sae console command, so it's not an issue with Pandora. Could still be an issue with either Zaz or this mod, but I don't have the backend knowledge to check which.

Posted
2 hours ago, TrollAutokill said:

Download .6 and rename it .5, following this procedure from the Wabbajack troubleshooting FAQ:

 

  Reveal hidden contents

Check the Log

Inside your Wabbajack folder should be another folder with the version number of the current version of Wabbajack.

Navigate to this folder. Inside will be a logs folder.

Navigate to this folder and find the most recent log (the one where installation failed)

At the very end will be a list of web links for files that failed to download. You can download these manually and relocate them to your modlist's downloads folder.

It is important to delete incomplete versions of the failed files from this folder before the attempt.

 

 

unfortunately this does not seem to work, most likely due to a hash check

Posted
58 minutes ago, Lardemar said:

unfortunately this does not seem to work, most likely due to a hash check

Well if the hash was correct it wouldn't work neither since 7.11.5 was badly bugged.

 

@xxvvxx is unfortunately not available to update the mod list. So you'll have either to learn how to hack the hash value, use an older version of the list or wait until January.

 

 

Posted (edited)
1 hour ago, MortiferusX said:

@TrollAutokill

 

Since 7.11.5 DoM overwrites 2 files from OSLAroused. Is that intended? I get Errors for that until I set OSL Aroused under DOM in MO2. 

No, it should overwrite files from SLA aroused. Which have the same name as osla, unfortunately. In addition the plugin names are identical. So it's up to you to not install the sla plugin.

 

Next version it will be deactivated by default, and sla users will need to check the box to install it.

Edited by TrollAutokill
Posted
On 12/16/2025 at 11:27 AM, zeebyrice2468 said:

First of all thank you for supporting/maintaining this mod! I just downloaded the 7.11.5 version and Wabbajack isn't recognizing it, the folder inside the zipped folder says 7.11.6. Is that the issue by any chance? Thanks in advance!

Which wabbajack list has this mod included? ive been looking for a wabbajack list that accomodates this mod or at least can seamlessly be added. Id appreciate any recommendations if anyone else has any lol

Posted (edited)
On 12/16/2025 at 4:39 PM, adumpaccount said:

After some additional testing, I can confirm that all the animations that are supposed to play work and can be played properly through the sae console command, so it's not an issue with Pandora. Could still be an issue with either Zaz or this mod, but I don't have the backend knowledge to check which.

I tested with latest version and I can't reproduce.

 

Could you post some screenshots of this happening from selection of dialogue or wheel to animation being played?

Edited by TrollAutokill

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