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Posted (edited)
2 hours ago, brussh said:

I do recall a general tick box to stop followers interfering with my slaves

This is HSH, the tick box to turn off all followers/slave interactions is in HSH MCM.

 

HSH for DOM also adds a dialogue line to turn off individual followers.

Edited by TrollAutokill
Posted
7 minutes ago, Fraying9981 said:

I managed to clear Sexy Bandit Captives status with the commands below.
But NPCs are not capturable with DOM (tried H, tried weapons, tried spells). what do i need to do to allow them to be captured by DOM?

 

  Hide contents

addtofaction SBCCaptiveFaction -1
addtofaction SBCCaptiveReleasedFaction 16
addspell 460560F2
removeitem 4605DD39 999

 

SBC has it's own capture mechanism. You first need to do the quest to learn how to remove their restraints. 

 

Then you'll have a dedicated dialogue line to enslave them or free them.

Posted (edited)
1 minute ago, TrollAutokill said:

SBC has it's own capture mechanism. You first need to do the quest to learn how to remove their restraints. 

 

Then you'll have a dedicated dialogue line to enslave them or free them.

 

thanks but is there a solution to skip that? its super annoying.
in particualr because if i teleport sybille stentor to me, she doesnt always have the dialogue option "could you help me with these restraints?"
 

like you said it requires the proper dialogue branches (that are randomized: sometimes they send you on a false lead to see the blacksmith...).

I noticed this after using the mod on several playthroughs.

 

So yeah I'm looking for a way to skip that
 

Edited by Fraying9981
Posted (edited)
59 minutes ago, Fraying9981 said:

 

thanks but is there a solution to skip that? its super annoying.
in particualr because if i teleport sybille stentor to me, she doesnt always have the dialogue option "could you help me with these restraints?"
 

like you said it requires the proper dialogue branches (that are randomized: sometimes they send you on a false lead to see the blacksmith...).

I noticed this after using the mod on several playthroughs.

 

So yeah I'm looking for a way to skip that
 

SBC papyrus code is not public and made in a way so decompiler would fail miserably. But there is a way around: edit the quest and add a quest bypass script dialogue. My recommendation is to start from the DOM edited plugin to keep the DOM transfer dialogue.

Edited by TrollAutokill
Posted
22 minutes ago, TrollAutokill said:

SBC papyrus code is not public and made in a way so decompiler would fail miserably. But there is a way around: edit the quest and add a quest bypass script dialogue. My recommendation is to start from the DOM edited plugin to keep the DOM transfer dialogue.

 

i found a quick way:

select player

addtofaction SBCExpertCount 100

 

then restraints are quick to remove.

after that use console to tp the npc after they are gone

Posted (edited)
10 hours ago, Fraying9981 said:

 

thanks. how do you do that exactly? in particular for generic NPCs?

the distr ini looks like this for me. i dont see any NPC referenced.

 

  Hide contents

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x15BE6|NONE|F|NONE|90

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F7|NONE|F|NONE|90

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F8|NONE|F|NONE|90

Outfit = 0x801~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x1e608|NONE|F|NONE|90

Outfit = 0x803~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x37c4d|NONE|F|NONE|90

Outfit = 0x805~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x3ded3|NONE|F|NONE|90

Outfit = 0x807~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x6e26f|NONE|F|NONE|90

Outfit = 0x809~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xc0197|NONE|F|NONE|90

 

 


Those lines are selecting NPCs based on the outfit they are wearing. So the first line applies the outfit with the form ID 0x800 (from your Arial esp) to any NPC that has the outfit 0x15BE6 from Skyrim.esm (which is BanditArmorMeleeHeavyOutfit). You can't easily exclude DOM NPCs from those rules, you would have to rewrite the rules to avoid selecting the NPCs in the first place, which is likely the opposite of what you desire and in theory should not be necessary. Exclusion is possible, but you have to spread the filter across both the string and form sections. SPID: The Complete Reference

 

For what it's worth, regarding OTFT form rules (like your rules above) I will say I see no more problems with SPID+DOM than I see without SPID or even with only PAH and no SPID and no DOM. In other words, I see plenty of "wearing" problems with SPID+DOM and plenty of problems with no SPID and even just pared down to PAH+SL+vanilla only, so you'll likely pull out your hair trying to "fix" SPID given the foundation you have to work with.

Edited by veebars
Posted
1 hour ago, veebars said:


Those lines are selecting NPCs based on the outfit they are wearing. So the first line applies the outfit with the form ID 0x800 (from your Arial esp) to any NPC that has the outfit 0x15BE6 from Skyrim.esm (which is BanditArmorMeleeHeavyOutfit). You can't easily exclude DOM NPCs from those rules, you would have to rewrite the rules to avoid selecting the NPCs in the first place, which is likely the opposite of what you desire and in theory should not be necessary. Exclusion is possible, but you have to spread the filter across both the string and form sections. SPID: The Complete Reference

 

For what it's worth, regarding OTFT form rules (like your rules above) I will say I see no more problems with SPID+DOM than I see without SPID or even with only PAH and no SPID and no DOM. In other words, I see plenty of "wearing" problems with SPID+DOM and plenty of problems with no SPID and even just pared down to PAH+SL+vanilla only, so you'll likely pull out your hair trying to "fix" SPID given the foundation you have to work with.

 

in other words, SPID creates a mess. good to know.
Is it safe to disable existing SPID distributions mid game?

Posted
27 minutes ago, a_random_user said:

Yes

 

thanks. is there a way to track all the SPID out there?

  • because some mods are called SPID sth, but others not
  • and SPID are ini files...among ini files

 

trying to see if i can nuke them all to check.

 

also, if the SPID of a mod that does other stuff is missing, will that cause a CTD? I don't see why it would but wondering

Posted
23 minutes ago, Fraying9981 said:

thanks. is there a way to track all the SPID out there?

  • because some mods are called SPID sth, but others not
  • and SPID are ini files...among ini files

Not as far as I know. Filtering for _DISTR might help a bit though.

 

24 minutes ago, Fraying9981 said:

trying to see if i can nuke them all to check.

If it's only to check, wouldn't it be easier to simply deactivate SPID for a moment? I wouldn't recommend removing it for a longer playthrough, only if you just want to know what effect SPID is having.

 

26 minutes ago, Fraying9981 said:

also, if the SPID of a mod that does other stuff is missing, will that cause a CTD? I don't see why it would but wondering

Quite unlikely. SPID adds existing forms, it can't create anything that other mods would hard depend on. Those other mods won't work any more, but they shouldn't crash. (I say should, because you're never sure with Skyrim)

 

13 hours ago, Fraying9981 said:

the distr ini looks like this for me. i dont see any NPC referenced.

 

  Hide contents

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x15BE6|NONE|F|NONE|90

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F7|NONE|F|NONE|90

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F8|NONE|F|NONE|90

Outfit = 0x801~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x1e608|NONE|F|NONE|90

Outfit = 0x803~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x37c4d|NONE|F|NONE|90

Outfit = 0x805~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x3ded3|NONE|F|NONE|90

Outfit = 0x807~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x6e26f|NONE|F|NONE|90

Outfit = 0x809~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xc0197|NONE|F|NONE|90

 

 

I have the same file, a while I go I looked up what each ID meant. For example, the first one 0x15BE6 is BanditArmorMeleeHeavyOutfit. This means that the outfit 0x800 from the light flagged esp will be assigned to every female NPC who wears BanditArmorMeleeHeavyOutfit, with a 90% chance.

 

The full list is:

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x15BE6|NONE|F|NONE|90 ;melee heavy armor bandit

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F7|NONE|F|NONE|90 ;BanditArmorMeleeHeavyNoShieldOutfit

Outfit = 0x800~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xA95F8|NONE|F|NONE|90 ;BanditArmorHeavyBossNoShieldOutfit

Outfit = 0x801~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x1e608|NONE|F|NONE|90 ;light armor bandit no shield

Outfit = 0x803~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x37c4d|NONE|F|NONE|90 ;missile bandit

Outfit = 0x805~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x3ded3|NONE|F|NONE|90 ;heavy bandit boss outfit

Outfit = 0x807~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0x6e26f|NONE|F|NONE|90 ; mage bandit

Outfit = 0x809~Arial Dress Up Bikini Bandits Vanilla - SPID.esp|NONE|0xc0197|NONE|F|NONE|90 ;BanditArmorMeleeShield20Outfit

 

Posted (edited)

Just recurse search your mods dir for *_DISTR.ini files, that's what SPID does.
 

1 hour ago, Fraying9981 said:

in other words, SPID creates a mess. good to know.


Sorry, no, that's the opposite of the take away here. DOM/PAH handling of equipping and unequipping is the "problem" or mess if you prefer. Though I'd hesitate to call it a problem if its just doing the least bad thing that Gamebryo permits. SPID merely allows you change record forms individually via text configuration files without having to edit full plugin records because editing/overriding records is a compatibility nightmare (if you want to give Lydia a new outfit you also have to override her stamina, aggression, etc). As such, its a godsend for resolving compatibility problems and for just avoiding compatibility problems altogether. Absolutely essential alongside SkyPatcher, KID, etc.

What you can do with SPID that can be a problem is to alter inventory contents on temporary/encounter NPCs using poorly written Papyrus scripts triggered by SPID, which is not SPID's fault. Case in point: the Wisps distribution that fails to check if it already gave an given NPC a Wisp.

In theory, SPID and DOM/PAH could have a problem (make a mess) if DOM/PAH is applying runtime changes to OTFT forms as then SPID and DOM would alternately re-apply "over" each other. Ideally if DOM/PAH did have needs to do that sort of thing, it would use SPID rather than Papyrus as SPID is now a de facto standard. Warning: I have NO idea if DOM/PAH does anything like that, just pointing out if it does have runtime OTFT manipulation, then it will probably conflict with SPID, but that'd be a problem to fix because, again, SPID is pretty much standard now.

 

1 hour ago, Fraying9981 said:

also, if the SPID of a mod that does other stuff is missing, will that cause a CTD? I don't see why it would but wondering

SPID is enabling mod authors to do at runtime what they normally have to do via ESP/L/M plugins only. Nothing more. So it's not going to be a source of crashes directly. BUT it can seem to trigger a crash if, for example, when you enter a cell SPID determines its supposed to swap with OTFT of a loading NPC with one that includes a bad mesh file or works with the skeleton nodes in a broken way (or the skeleton is broken). That important to remember because you might hit a crash that feels random because of the runtime rules evaluation changing from encounter to encounter, but the actual source of the crash will consistent. You'd have hit the same crash without SPID, but it would have happened every single time.

Edited by veebars
Posted
1 hour ago, a_random_user said:

Filtering for _DISTR might help a bit though.

 

thanks! indeed sounds like a good start.

 

1 hour ago, a_random_user said:

simply deactivate SPID for a moment?

 

ah yes good idea. i will try that

 

1 hour ago, a_random_user said:

I have the same file, a while I go I looked up what each ID meant. For example, the first one 0x15BE6 is BanditArmorMeleeHeavyOutfit. This means that the outfit 0x800 from the light flagged esp will be assigned to every female NPC who wears BanditArmorMeleeHeavyOutfit, with a 90% chance.

 

 

ah ok. is there a way to filter gender? im having issues with masculinized bandits getting bikini armor.

 

54 minutes ago, veebars said:

Just recurse search your mods dir for *_DISTR.ini files, that's what SPID does.
 


Sorry, no, that's the opposite of the take away here. DOM/PAH handling of equipping and unequipping is the "problem" or mess if you prefer. Though I'd hesitate to call it a problem if its just doing the least bad thing that Gamebryo permits. SPID merely allows you change record forms individually via text configuration files without having to edit full plugin records because editing/overriding records is a compatibility nightmare (if you want to give Lydia a new outfit you also have to override her stamina, aggression, etc). As such, its a godsend for resolving compatibility problems and for just avoiding compatibility problems altogether. Absolutely essential alongside SkyPatcher, KID, etc.

What you can do with SPID that can be a problem is to alter inventory contents on temporary/encounter NPCs using poorly written Papyrus scripts triggered by SPID, which is not SPID's fault. Case in point: the Wisps distribution that fails to check if it already gave an given NPC a Wisp.

In theory, SPID and DOM/PAH could have a problem (make a mess) if DOM/PAH is applying runtime changes to OTFT forms as then SPID and DOM would alternately re-apply "over" each other. Ideally if DOM/PAH did have needs to do that sort of thing, it would use SPID rather than Papyrus as SPID is now a de facto standard. Warning: I have NO idea if DOM/PAH does anything like that, just pointing out if it does have runtime OTFT manipulation, then it will probably conflict with SPID, but that'd be a problem to fix because, again, SPID is pretty much standard now.

 

SPID is enabling mod authors to do at runtime what they normally have to do via ESP/L/M plugins only. Nothing more. So it's not going to be a source of crashes directly. BUT it can seem to trigger a crash if, for example, when you enter a cell SPID determines its supposed to swap with OTFT of a loading NPC with one that includes a bad mesh file or works with the skeleton nodes in a broken way (or the skeleton is broken). That important to remember because you might hit a crash that feels random because of the runtime rules evaluation changing from encounter to encounter, but the actual source of the crash will consistent. You'd have hit the same crash without SPID, but it would have happened every single time.

 

thanks! very clear. 

 

what if a mod is in bsa form? could it include a spid file?

Posted
1 hour ago, Fraying9981 said:

ah ok. is there a way to filter gender? im having issues with masculinized bandits getting bikini armor.

Yes, but it seems that these SPID commands already contain those. It's the F that is placed in the Trait Filter location.

These commands should only affect female npcs. Something else is going on here, either there's another SPID file somewhere, or those bandits aren't detected as male for some weird reason.

 

I did remember that there is another way to check which _DSTR.ini files are used in your game. In you Documents folder, go to My Games/Skyrim Special Edition/SKSE and open the file po3_SpellPerkItemDistributor.log, there should be a list on which inis are found. It also shows what is assigned to who, so it might be a good place to check if some things are assigning weird.

Posted

when a henchwench is told to punish slaves, should I see any animations?

 

She successfully chains them all up and I get a message about her beginning to punish a slave but they stay chained and she just stands next to them. I'm not too bothered if there aren't meant to be animations but just wanting to check she's working.

 

Also I assume the training only works when I'm nearby?

Posted
42 minutes ago, Vhaluus said:

when a henchwench is told to punish slaves, should I see any animations?

 

She successfully chains them all up and I get a message about her beginning to punish a slave but they stay chained and she just stands next to them. I'm not too bothered if there aren't meant to be animations but just wanting to check she's working.

 

Also I assume the training only works when I'm nearby?

They are suppose to hit the slaves with the whip. But it's not always working.

Posted

Thanks, after making a note of training and then waiting a bit I can confirm the training stats are going up.

 

Was I right in my assumption I have to be in the same cell for their training to progress as I haven't observed it continuing after I left them at home.

Posted
7 hours ago, Vhaluus said:

Thanks, after making a note of training and then waiting a bit I can confirm the training stats are going up.

 

Was I right in my assumption I have to be in the same cell for their training to progress as I haven't observed it continuing after I left them at home.

If the player is not around training should be updated every 24h or so.

Posted
On 12/19/2025 at 3:49 AM, TrollAutokill said:

This is HSH, the tick box to turn off all followers/slave interactions is in HSH MCM.

 

HSH for DOM also adds a dialogue line to turn off individual followers.

Ah! thank you. I am just starting a playthrough with just DOM so I can proper get my head round it. It would feel more authentic if they asked or if the slave had some kind of mark so they where free game. It bugs me that I may have just rescued some  tart from some smelly bandits, given her armour, weapons and something to eat and she thinks she can just go fuck with my stuff. I often have a lot of followers and same amount of new slaves. I think it becomes unmanageable

Posted
1 hour ago, brussh said:

Ah! thank you. I am just starting a playthrough with just DOM so I can proper get my head round it. It would feel more authentic if they asked or if the slave had some kind of mark so they where free game. It bugs me that I may have just rescued some  tart from some smelly bandits, given her armour, weapons and something to eat and she thinks she can just go fuck with my stuff. I often have a lot of followers and same amount of new slaves. I think it becomes unmanageable

 

using DOM after using normal Pah and hsh for a while made me realize how Pah and HSH are outdated and how DOM is far superior in stability, design, maintenance, features :D

just wait for TAK to redo HSH from scratch 🤣

Posted
3 hours ago, brussh said:

Ah! thank you. I am just starting a playthrough with just DOM so I can proper get my head round it. It would feel more authentic if they asked or if the slave had some kind of mark so they where free game. It bugs me that I may have just rescued some  tart from some smelly bandits, given her armour, weapons and something to eat and she thinks she can just go fuck with my stuff. I often have a lot of followers and same amount of new slaves. I think it becomes unmanageable

Well if you make them slaver you can assign slaves to them.

Posted (edited)

wanted to report the following:

slaves transferred to HSH dont seem to properly equip DD devices

 

  • context: slave has DD + normal equipment
  • sequence: "you will stay here for a while" -> transfer to HSH successful -> slaves reequips their gear but not the DD part
  • If i open the inventory: i see the DD inside the inventory but not visible in game
  • If i use K to reset: still the same, it won't reequip DD (at least visually)

 

fix: unequip reequip (what I'm doing below)

 

versions

Diary Of Mine 7.11.4_SE_fomod

PAH_HomeSweetHome_1.33b_SSE for DoM

Devious Devices NG v0.4.2

 

Spoiler
[12/20/2025 - 11:08:24AM] PHHSHHouseSlave: Erina: CheckForIdleBehaviour
[12/20/2025 - 11:08:24AM] [Zad-NG]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[12/20/2025 - 11:08:26AM] [Zad-NG]: OnUnequipped(Erina: Transparent Ebonite Chastity Belt)
[12/20/2025 - 11:08:26AM] [Zad-NG]: OnContainerChanged()
[12/20/2025 - 11:08:26AM] [Zad-NG]: RemoveDevice (Device Script) (Erina: Transparent Ebonite Chastity Belt)
[12/20/2025 - 11:08:26AM] [Zad-NG]: UnlockDevice called for Erina: Transparent Ebonite Chastity Belt)
[12/20/2025 - 11:08:26AM] [Zad-NG]: Sending device event DeviceRemovedBelt(Erina:0)
[12/20/2025 - 11:08:26AM] [Zad-NG]: UnlockDevice: Erina's Transparent Ebonite Chastity Belt has been removed.
[12/20/2025 - 11:08:26AM] [Zad-NG]: Restoring original exposure rate to 2.000000
[12/20/2025 - 11:08:26AM] [Zad-NG]: Dominus received Chastity Belt.
[12/20/2025 - 11:08:26AM] [Zad-NG]: OnUnequipped(Erina: Gold Ceremonial Collar)
[12/20/2025 - 11:08:26AM] [Zad-NG]: OnContainerChanged()
[12/20/2025 - 11:08:26AM] [Zad-NG]: RemoveDevice (Device Script) (Erina: Gold Ceremonial Collar)
[12/20/2025 - 11:08:26AM] [Zad-NG]: UnlockDevice called for Erina: Gold Ceremonial Collar)
[12/20/2025 - 11:08:26AM] [Zad-NG]: Sending device event DeviceRemovedCollar(Erina:0)
[12/20/2025 - 11:08:26AM] [Zad-NG]: UnlockDevice: Erina's Gold Ceremonial Collar has been removed.
[12/20/2025 - 11:08:27AM] [Zad-NG]: Dominus received Collar.
[12/20/2025 - 11:08:30AM] [Zad-NG]: OnContainerChanged()
[12/20/2025 - 11:08:30AM] [Zad-NG]: Giving item away. Not last copy.
[12/20/2025 - 11:08:30AM] [Zad-NG]: ContainerMenu is open, and container is Erina. Forcing npc to equip device.
[12/20/2025 - 11:08:30AM] [Zad-NG]: LockDevice called for Erina: Transparent Ebonite Chastity Belt)
[12/20/2025 - 11:08:30AM] [Zad-NG]: OnEquipped(Erina: Transparent Ebonite Chastity Belt)
[12/20/2025 - 11:08:30AM] [Zad-NG]: original exposure rate was 2.000000. Setting to 3.000000.
[12/20/2025 - 11:08:30AM] [Zad-NG]: Difficulty timer modifier applied: 28.365721 [setting: 4]
[12/20/2025 - 11:08:30AM] [Zad-NG]: Sending device event DeviceEquippedChastity Belt(Erina:0)
[12/20/2025 - 11:08:34AM] [Zad-NG]: OnContainerChanged()
[12/20/2025 - 11:08:34AM] [Zad-NG]: Giving item away. Not last copy.
[12/20/2025 - 11:08:34AM] [Zad-NG]: ContainerMenu is open, and container is Erina. Forcing npc to equip device.
[12/20/2025 - 11:08:34AM] [Zad-NG]: LockDevice called for Erina: Gold Ceremonial Collar)
[12/20/2025 - 11:08:34AM] [Zad-NG]: OnEquipped(Erina: Gold Ceremonial Collar)
[12/20/2025 - 11:08:35AM] [Zad-NG]: Sending device event DeviceEquippedCollar(Erina:0)

 

Edited by Fraying9981
Posted

also, how do you make 100% trained slaves follow you in HSH?

 

neither DOM dialogue "follow me" or HSH "keep me company dear" work.

i have to resort to skyrimnet (AI) to add the follower package.

Posted (edited)

thanks for answering my previous questions, super helpful.

 

I've just got to the point in the HSH storyline to buy a house token and have tried transfering some slaves to that system. They gain some of the HSH commands but I can't seem to find the ones to designate taskmasters or trainer. I know I've done it in previous versions and their stats are what I'd imagine are sufficient for it.

 

I don't know if its related but when I tell the slaves they're going to stay here for a while it says I'm sending them to a camp. While they appear in the home section of HSH it also says there's no guard assigned which I thought was a camp only requirement for HSH

Edited by Vhaluus
Posted (edited)
18 hours ago, Vhaluus said:

thanks for answering my previous questions, super helpful.

 

I've just got to the point in the HSH storyline to buy a house token and have tried transfering some slaves to that system. They gain some of the HSH commands but I can't seem to find the ones to designate taskmasters or trainer. I know I've done it in previous versions and their stats are what I'd imagine are sufficient for it.

 

I don't know if its related but when I tell the slaves they're going to stay here for a while it says I'm sending them to a camp. While they appear in the home section of HSH it also says there's no guard assigned which I thought was a camp only requirement for HSH

I didn't see any difference in the code between camp and house except from the name and interior/exterior location. 

 

I am not yet at the trainer/taskmaster debugging level. I first need to debug the Hunter quests and auction. Then I'll move to houses/camps.

Edited by TrollAutokill
Posted

Has anyone had success at raising an NPC (not slave)'s submission to 90 without console commands? Although it was slightly tedious I was able to spam insult -> dominate and flatter -> dirty talk to raise submission, but then I got to exactly 75 and no matter what I do I cannot raise it. I have done pretty much every action to try to find what can raise it further, including spamming every "serious talk" dialogue, every kind of sex, bondage, inspection, I have done it all. I don't know what I'm missing for raising NPC (not slave) submission.

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