JayRoz Posted February 1 Posted February 1 4 hours ago, fred200 said: Forceav Magicka 0 Not a good idea to put 0. The game can ignore this. Try 10 instead so it's enough for the game to register but too little to cast. If she still casts, it means the npc has a custom conjuration spell equipped to their class/combat style or preset. For example immersive wenches necromancers, all of their spells require 0 magicka to cast. You might be looking at an npc using a unique ability of their own. Use CK to change the spell cost if you want. 1
JayRoz Posted February 1 Posted February 1 (edited) 1 hour ago, TrollAutokill said: Did you try to go out of the cell and back after cleaning the factions? It might be AYGAS uses a few extra factions for the selling process. It's been over 20 hours since I used the dialogue so yeah definitely changed cells. Also tried to capture a new one and clean their factions to see if it is in fact the dialogue but unfortunately the "clean crime factions" one rarely comes up(btw what triggers this?). The clean dead factions makes no difference here and can still sell them afterwards. (Edit: Was wrong here, can confirm that the Clean Factions dialogue with the word dead in it does in fact remove the ability to sell them, changing sells makes no difference) Edited February 1 by JayRoz 1
fred200 Posted February 1 Posted February 1 (edited) 1 hour ago, JayRoz said: Not a good idea to put 0. The game can ignore this. Try 10 instead so it's enough for the game to register but too little to cast. If she still casts, it means the npc has a custom conjuration spell equipped to their class/combat style or preset. For example immersive wenches necromancers, all of their spells require 0 magicka to cast. You might be looking at an npc using a unique ability of their own. Use CK to change the spell cost if you want. Damn you folks are good. Magicka 10 had no effect. BUT base last changed by Deadly Wenches. Editor ID: DW_EncBandit06MagicBretonF05_necro_zzbre05. Looks like the custom spell problem. I guess that is significantly better than an engine problem. I will poke around with XEdit. As near as I can interpret it, Dread Zombie is inherited from Immersive Wenches, with a base cost of 0. That is just one spell; these leveled list wenches have a bunch. My word - those authors put a lot of effort into customizing their wenches... Edited February 1 by fred200
TrollAutokill Posted February 1 Author Posted February 1 7 minutes ago, fred200 said: Damn you folks are good. Magicka 10 had no effect. BUT base last changed by Deadly Wenches. Editor ID: DW_EncBandit06MagicBretonF05_necro_zzzzbre05. Looks like the custom spell problem. I guess that is significantly better than an engine problem. I will poke around with XEdit. 1 hour ago, JayRoz said: Not a good idea to put 0. The game can ignore this. Try 10 instead so it's enough for the game to register but too little to cast. If she still casts, it means the npc has a custom conjuration spell equipped to their class/combat style or preset. For example immersive wenches necromancers, all of their spells require 0 magicka to cast. You might be looking at an npc using a unique ability of their own. Use CK to change the spell cost if you want. Could be we need to change the combat style. That's how AFT worked. I will check how it was done. 1
JayRoz Posted February 2 Posted February 2 Just wanted to let ya know that after more tests...I was wrong again. Lol. Apologies. Wasn't the cleaning factions dialogues that was causing the Aygas issues, simply looked like it because I forgot I had to dismiss then reinvite a slave to follow after changing cells. Which puts me back at square 1. I give up though lol. At least it's not a Dom issue. Peace 1
nailkaiser Posted February 3 Posted February 3 hey just by using this mod by itself i cant sell any slaves right?
TrollAutokill Posted February 3 Author Posted February 3 (edited) 6 minutes ago, nailkaiser said: hey just by using this mod by itself i cant sell any slaves right? You can ransom them. But for selling you need Enthralled NPCs or AYGAS or HSH or Fellglow camp. Edited February 3 by TrollAutokill
nailkaiser Posted February 3 Posted February 3 35 minutes ago, TrollAutokill said: You can ransom them. But for selling you need Enthralled NPCs or AYGAS or HSH or Fellglow camp. that the thing im so confuse by this mod i reinstall it like like time now with the patch option AYGAS no mcm menu no idea how to get option for self auctioning slaves, Fellglow camp talk to master jarek he doesn't have an option to sell slave
TrollAutokill Posted February 3 Author Posted February 3 (edited) 1 hour ago, nailkaiser said: that the thing im so confuse by this mod i reinstall it like like time now with the patch option AYGAS no mcm menu no idea how to get option for self auctioning slaves, Fellglow camp talk to master jarek he doesn't have an option to sell slave You need to install DOM after AYGAS. Also AYGAS for DOM is WIP. Jarrek only buys spawned NPC, not uniques. Edited February 3 by TrollAutokill
Molvaeth Posted February 3 Posted February 3 (edited) I just came back after a year, so complete new setup. I had the "Kiss- Port- Bug" I found here and there with the Search function and tried to document it as good as possible. Side- Kiss always works. The other kisses either port or the animation gets interrupted during the Actor shifting(?) phase. If I kiss one of the "Slaver Start" - Slaves, I get ported to the Giant Camp. The freshly captured Guard ports me back to the place I had my "Campfire"- Camp overnight with training. I have the log on "verbose". Where do I find it? (MO2) Edited February 3 by Molvaeth 1
TrollAutokill Posted February 3 Author Posted February 3 (edited) 39 minutes ago, Molvaeth said: I just came back after a year, so complete new setup. I had the "Kiss- Port- Bug" I found here and there with the Search function and tried to document it as good as possible. Side- Kiss always works. The other kisses either port or the animation gets interrupted during the Actor shifting(?) phase. If I kiss one of the "Slaver Start" - Slaves, I get ported to the Giant Camp. The freshly captured Guard ports me back to the place I had my "Campfire"- Camp overnight with training. I have the log on "verbose". Where do I find it? (MO2) What DOM version was it? Log files are in Documents/My Games/Skyrim/Logs But you first need to edit the ini file to turn on logging. Thanks for the detailed report I will try to reproduce. Edited February 3 by TrollAutokill 1
Molvaeth Posted February 3 Posted February 3 (edited) 59 minutes ago, TrollAutokill said: What DOM version was it? Log files are in Documents/My Games/Skyrim/Logs But you first need to edit the ini file to turn on logging. Thanks for the detailed report I will try to reproduce. Version 7.11.7 I tried to activate it in the .ini, but so far no success. I will post it as soon as it worked. But I can add: Sidekiss - dominant Kiss leads to the animation interrupt Direct dominant kiss after reload leads to the port. Naa, thank you for the mod Edited February 3 by Molvaeth
fred200 Posted February 3 Posted February 3 Suggestion: If you do come up with a way to stop slaves from using Magika and casting, it would be great to implement it using a Collar of Magicka Suppression. Could even be a stand alone mod. I would love to slap said collar on errant slaves. Extra points if it works on free NPCs also. I spend way to much console time on Mirai: stop combat, set unconscious 1, set unconscious 0. Her AE spells frequently get her aggro from the other companions. And she would look nice in a collar.
TrollAutokill Posted February 3 Author Posted February 3 1 hour ago, fred200 said: Suggestion: If you do come up with a way to stop slaves from using Magika and casting, it would be great to implement it using a Collar of Magicka Suppression. Could even be a stand alone mod. I would love to slap said collar on errant slaves. Extra points if it works on free NPCs also. I spend way to much console time on Mirai: stop combat, set unconscious 1, set unconscious 0. Her AE spells frequently get her aggro from the other companions. And she would look nice in a collar. I am pretty sure this is not possible. But maybe someone did a mod for that. My current lead is on combat class change.
kalaukan Posted February 3 Posted February 3 (edited) Hi, for some reason the mod it's not renaming the slaves on capture, I can see this on the logs. I checked and all files exist, at least de PAHE ones, so not sure what's going on. I'm on DOM 7.12.6, new save. Perhaps it's case sensitive? my file: FemaleHigh Elf.txt Thanks. [02/03/2026 - 05:08:02PM] DOM_Core: No DOM name found file doesn't exist fileName=Data/SKSE/Plugins/StorageUtilData/Diary Of Mine/Names/femaleHigh Elf.txt [02/03/2026 - 05:08:02PM] DOM_Core: No DOM name found for female High Elf trying PAH names [02/03/2026 - 05:08:02PM] DOM_Core: No PAH name found file doesn't exist fileName=Data/PAHE/femaleHigh Elf.txt [02/03/2026 - 05:08:02PM] DOM_Core: No PAH name found for female High Elf trying DOM mixed race names [02/03/2026 - 05:08:02PM] DOM_Core: No DOM mixed race name found for female High Elf trying PAH mixed race names [02/03/2026 - 05:08:02PM] DOM_Core: WARNING! No name found for female High Elf Northwatch Archer Edited February 3 by agises
fred200 Posted February 3 Posted February 3 26 minutes ago, TrollAutokill said: I am pretty sure this is not possible. But maybe someone did a mod for that. My current lead is on combat class change. If that works - a collar could still be used to implement combat class change. Maybe... The end justifies the means - occasionally.
nailkaiser Posted February 3 Posted February 3 (edited) 12 hours ago, TrollAutokill said: You need to install DOM after AYGAS. Also AYGAS for DOM is WIP. Jarrek only buys spawned NPC, not uniques. for ayagas i still couldn't get it to work, but fellglow camp it seem like he were having a script lag or something, since when i were testing by loading game instantly sprint to him, his problem was there were no option to tell him "i have a slave to sell" not that he not accepting unique npc, i left and go do a few thing then come back to him(no change to the amount of slaves i have when i 1st met him) then he show that dialogue option. TrollAutokill wonder may be if it not too much to askcould you integrate a sell option stand alone to your mod with out dependency on pah stuff so it work more seamlessly Edited February 3 by nailkaiser 1
kalaukan Posted February 3 Posted February 3 2 hours ago, kalaukan said: Hi, for some reason the mod it's not renaming the slaves on capture, I can see this on the logs. I checked and all files exist, at least de PAHE ones, so not sure what's going on. I'm on DOM 7.12.6, new save. Perhaps it's case sensitive? my file: FemaleHigh Elf.txt Thanks. [02/03/2026 - 05:08:02PM] DOM_Core: No DOM name found file doesn't exist fileName=Data/SKSE/Plugins/StorageUtilData/Diary Of Mine/Names/femaleHigh Elf.txt [02/03/2026 - 05:08:02PM] DOM_Core: No DOM name found for female High Elf trying PAH names [02/03/2026 - 05:08:02PM] DOM_Core: No PAH name found file doesn't exist fileName=Data/PAHE/femaleHigh Elf.txt [02/03/2026 - 05:08:02PM] DOM_Core: No PAH name found for female High Elf trying DOM mixed race names [02/03/2026 - 05:08:02PM] DOM_Core: No DOM mixed race name found for female High Elf trying PAH mixed race names [02/03/2026 - 05:08:02PM] DOM_Core: WARNING! No name found for female High Elf Northwatch Archer I found the issue and took the liberty of correcting it. Basically the issue was the file check. The original code was using JsonUtil.JsonExists() to see if a file existed, but that’s not a real filesystem check, so it was returning false even when the file was actually there. That’s why it looked like the script “couldn’t find” files that clearly existed. I switched that to MiscUtil.FileExists() (PapyrusUtil), which actually checks the file on disk. With that change alone, the same paths start working. On top of that, I added some safety checks around the JSON read so it only does RandomInt() when the array is valid and not empty (to avoid edge cases if a file is empty or fails to load). The lookup order and logic are exactly the same as before (DOM → PAHE → mixed → fallback), this just fixes the broken assumptions and makes it safer. Hope this helps, and thanks for the mod, it’s fantastic! string Function NameGenerator(Actor akRef) string gender if akRef.IsInFaction(DOMActorGender) if ((akRef.GetFactionRank(DOMActorGender) % 2) == 0) gender = "Male" else gender = "Female" endif elseif akRef.GetLeveledActorBase().GetSex() == 0 gender = "Male" else gender = "Female" endif string sRace = akRef.GetRace().GetName() string fileName int jNames int n int rInt string name fileName = "Data/SKSE/Plugins/StorageUtilData/Diary Of Mine/Names/" + gender + sRace + ".txt" if MiscUtil.FileExists(fileName) jNames = JValue.readFromFile(fileName) n = 0 if jNames > 0 n = JArray.count(jNames) endif if n > 0 rInt = Utility.RandomInt(0, n - 1) name = JArray.getStr(jNames, rInt) if name != "" LogTrace("Found name in n=" + n + " fileName=" + fileName) return name endif LogTrace("No DOM name found (empty pick) n=" + n + " fileName=" + fileName) else LogTrace("No DOM name found (read fail/empty) fileName=" + fileName) endif else LogTrace("No DOM name found file doesn't exist fileName=" + fileName) endif LogTrace("No DOM name found for " + gender + " " + sRace + " trying PAH names") fileName = "Data/PAHE/" + gender + sRace + ".txt" if MiscUtil.FileExists(fileName) jNames = JValue.readFromFile(fileName) n = 0 if jNames > 0 n = JArray.count(jNames) endif if n > 0 rInt = Utility.RandomInt(0, n - 1) name = JArray.getStr(jNames, rInt) if name != "" LogTrace("Found name in n=" + n + " fileName=" + fileName) return name endif LogTrace("No PAH name found (empty pick) n=" + n + " fileName=" + fileName) else LogTrace("No PAH name found (read fail/empty) fileName=" + fileName) endif else LogTrace("No PAH name found file doesn't exist fileName=" + fileName) endif LogTrace("No PAH name found for " + gender + " " + sRace + " trying DOM mixed race names") fileName = "Data/SKSE/Plugins/StorageUtilData/Diary Of Mine/Names/" + gender + ".txt" if MiscUtil.FileExists(fileName) jNames = JValue.readFromFile(fileName) n = 0 if jNames > 0 n = JArray.count(jNames) endif if n > 0 rInt = Utility.RandomInt(0, n - 1) name = JArray.getStr(jNames, rInt) if name != "" return name endif endif endif LogTrace("No DOM mixed race name found for " + gender + " " + sRace + " trying PAH mixed race names") fileName = "Data/PAHE/" + gender + ".txt" if MiscUtil.FileExists(fileName) jNames = JValue.readFromFile(fileName) n = 0 if jNames > 0 n = JArray.count(jNames) endif if n > 0 rInt = Utility.RandomInt(0, n - 1) name = JArray.getStr(jNames, rInt) if name != "" return name endif endif endif name = akRef.GetDisplayName() LogInfo("WARNING! No name found for " + gender + " " + sRace + " " + name) return name EndFunction 1
escurri2 Posted February 3 Posted February 3 Hey guys, I'm loving the mod. I've got one question, something that is not clear to me is, what's the difference between having this mod stand alone and using it alongside PAHE and HSH? Thanks!
Fraying9981 Posted February 4 Posted February 4 51 minutes ago, escurri2 said: Hey guys, I'm loving the mod. I've got one question, something that is not clear to me is, what's the difference between having this mod stand alone and using it alongside PAHE and HSH? Thanks! Mainly caps and gameplay Caps: pah and hsh both add slots Gameplay: hsh makes it possible to keep them somewhere without them escaping; pah has less micromanagement In a nutshell 1
crazymango54 Posted February 4 Posted February 4 12 hours ago, TrollAutokill said: I am pretty sure this is not possible. But maybe someone did a mod for that. My current lead is on combat class change. In Mysticism and Apothecary there is a magical effect called "silence" which is basically an effect that constantly reduces the target's magicka down to 0. I think it's basically a damage magicka poison with a ridiculous magnitude so it feels like it's instantly making it zero, in reality it's just damaging their magicka by like 500 a second or something like that. Funnily enough, I use poisons of silence to capture mages all the time and it works pretty well, I hit them with it before they can even use oakflesh and just slap the shit out of them. Perhaps an enchantment that damages the wearer's magicka every second could work on a collar. 1
JayRoz Posted February 4 Posted February 4 Hello again. Updated to 7.12.6 and started a new game to see if it all works and like another said, it's renaming slaves for no reason. It's also cloning unique npcs when I made sure that the option is turned off. For some reason I also can't turn off the "Clone Spawned Npcs" option which is no big deal as I know there's a lot of bugs involved with the spawned ones but please can I get a solution for Ysolda turning into a temp spawn called Iloandra? Or is abducting original npcs no longer a thing? Hope not.
TrollAutokill Posted February 4 Author Posted February 4 (edited) 27 minutes ago, JayRoz said: Hello again. Updated to 7.12.6 and started a new game to see if it all works and like another said, it's renaming slaves for no reason. It's also cloning unique npcs when I made sure that the option is turned off. For some reason I also can't turn off the "Clone Spawned Npcs" option which is no big deal as I know there's a lot of bugs involved with the spawned ones but please can I get a solution for Ysolda turning into a temp spawn called Iloandra? Or is abducting original npcs no longer a thing? Hope not. Cloning spawned NPC is mandatory. Uncloned spawns disappear once the player leaves the cell. There should be a help text in the MCM when you hover over the option. I will try to reproduce the unique capture always cloning. How did you start the game? Vanilla, LAL or old save? Also a papyrus log of the capture would be great. Edited February 4 by TrollAutokill
JayRoz Posted February 4 Posted February 4 18 minutes ago, TrollAutokill said: Cloning spawned NPC is mandatory. Uncloned spawns disappear once the player leaves the cell. There should be a help text in the MCM when you hover over the option. I will try to reproduce the unique capture always cloning. How did you start the game? Vanilla, LAL or old save? Also a papyrus log of the capture would be great. So...I reinstalled the mod again and now it works great. Honestly no idea what happened there. At least on Ysolda it's fine, on others marked as unique by mods like USSEP i.e. Illia, Eola, it still clones them. Would it by chance stop cloning them if one uses CK to make them unique? 1
TrollAutokill Posted February 4 Author Posted February 4 (edited) 15 minutes ago, JayRoz said: So...I reinstalled the mod again and now it works great. Honestly no idea what happened there. At least on Ysolda it's fine, on others marked as unique by mods like USSEP i.e. Illia, Eola, it still clones them. Would it by chance stop cloning them if one uses CK to make them unique? Yes if they are not unique they will be cloned automatically to avoid loosing them. What you could do is run sseedit with all your mods on (a bit slow but very informative) and go to Illia or Eola's record in Skyrim.esm and check which of your mod is editing it. In the right window you'll see all edits of the record. Edited February 4 by TrollAutokill 1
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