TrollAutokill Posted March 28 Author Posted March 28 9 hours ago, nailkaiser said: yeh i actually enjoy seeing the slaves fighting the entire town but the main problem is the slave dead bodies refusing to despawn afterward. I know someone told me i could do disable and set for delete from console command, but i worried that might also affect their in game world counterpart. No reason it would affect the leveled lists, no.
Sithrix Posted March 28 Posted March 28 (edited) Hi, I'm trying this mod again without using PAHE and other add-ons. Do the add-ons that Diary of Mine have require the PAHE mod (like the Farengar's Study and Fellglow's Camp extensions)? Edited March 28 by Sithrix
TrollAutokill Posted March 28 Author Posted March 28 1 hour ago, Sithrix said: Hi, I'm trying this mod again without using PAHE and other add-ons. Do the add-ons that Diary of Mine have require the PAHE mod (like the Farengar's Study and Fellglow's Camp extensions)? No they don't. 1
mj011989 Posted March 28 Posted March 28 hello has this happened before to anyone and if so they know a fix ? if i do the quest and walk into Drelas Cottage i always seem to crash at the top of the stairs or just as im about to turn and walk into the room up there. other quests from DOM seem to be working ok as far as i can tell, just that quest seems to be a problem
TrollAutokill Posted March 28 Author Posted March 28 2 hours ago, mj011989 said: hello has this happened before to anyone and if so they know a fix ? if i do the quest and walk into Drelas Cottage i always seem to crash at the top of the stairs or just as im about to turn and walk into the room up there. other quests from DOM seem to be working ok as far as i can tell, just that quest seems to be a problem Crashes are often meshes related, and almost never because of plugins or papyrus scripts. On top of the stairs are Kimli and an X-cross, one of these two meshes might be the cause of your crash. For Kimli: do you have SMP enabled? If yes, try without. For the X-cross: Do you have Zaz installed? Are you on SE or LE?
mj011989 Posted March 28 Posted March 28 32 minutes ago, TrollAutokill said: Crashes are often meshes related, and almost never because of plugins or papyrus scripts. On top of the stairs are Kimli and an X-cross, one of these two meshes might be the cause of your crash. For Kimli: do you have SMP enabled? If yes, try without. For the X-cross: Do you have Zaz installed? Are you on SE or LE? just tried it without SMP and still crashed, i do have Zaz installed ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023 32 minutes ago, TrollAutokill said:
ChaosKhan Posted March 29 Posted March 29 The mod remains inactive regardless of all my efforts to make it works. In LE every think was kicking.
DasKebab Posted March 29 Posted March 29 (edited) Any way I can get the abduction enchantment for weapons? Edit : nvm got it, it was in the MCM, I didn't see the option Edited March 29 by DasKebab
DasKebab Posted March 29 Posted March 29 On 3/2/2026 at 6:05 AM, TrollAutokill said: I believe in SPID you can add a condition for applying equipment. I would try to add a NOT in DOMActorFaction condition. imo this should be a high priority
TrollAutokill Posted March 29 Author Posted March 29 3 hours ago, DasKebab said: imo this should be a high priority It's something to be done in the SPID files of said mods, not something DOM can solve by itself.
TrollAutokill Posted March 29 Author Posted March 29 (edited) 8 hours ago, mj011989 said: just tried it without SMP and still crashed, i do have Zaz installed ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023 Try without Zaz. Do you have any mod editing Drela's house? You can check that with LOOT and cross check with SSEEDIT (open DOM esp and check Drela's cell edits). Further investigation would involve deleting all DOM edits in Drela's cell (backup first). You can try to first delete the X-cross or Kimli, then both, then all edits. Edited March 29 by TrollAutokill
DasKebab Posted March 29 Posted March 29 2 hours ago, TrollAutokill said: It's something to be done in the SPID files of said mods, not something DOM can solve by itself. I see, unfortunate. Wonder if theres a way to blacklist the DOM faction from spid tho
xxxamogusxxx Posted March 29 Posted March 29 What is the reason for editing [v44] DialogueGeneric [QUST:00013EB3] in PAH_HomeSweetHome.esp? I have two other mods adding to this record but this one ignores Update.esm and reverts it to vanilla Skyrim.esm. I assume all i need is to keep the Subject.GetInFaction(PAHHouseSlave [FACT:40008972]) = 0 and forwarding Update.esm changes won't break anything? 1
lupursu Posted March 29 Posted March 29 Hi again, I have a little difficulty to understand the purpose and intended mechanics of the 'promise to sacrifice' option, and the main thing I'm puzzled about is why is this option a Promise and not a Threaten? I don't see why a slave should be relieved, or honored, or whatever to die instead of keep being alive. I only used this option when a slave really infuriate me with disrespect, hoping any sane slave would be desperate to live and thus becoming Way more docile than before. I was even hoping they'd kneel and beg to spare them, spontaneously and repeatedly, especially if they have a fearful personality. But to my surprise they are so calm and chill about it and keep doing the same they were doing before being promised sacrifice, such as being rude, disobedient, getting angry, being disrespectful, getting defiant...etc... They're even mocking me with replies like 'what's the rush' or something like that. They simply defeat any purpose of this severe 'promise' if they don't care at all about the imminent threat of being sacrificed. I don't know if it's something I do, maybe I don't understand all the available tools (how to set options in mcm or how to change values in slaves' personality json, how to treat them with training and dialogue after I promised them sacrifice) so as to make them change their attitude abruptly and become very afraid, very docile and never disrespect me again until I change my mind and change the promise. I think a slave that has been promised death should enter a permanent state of terror and obey orders like a drone until the promise is cancelled. It would be much more immersive to use this option as a last resort for very disobedient ones. As it is now this is a very unsatisfying tool, because death threat is very serious and the outcome is permanent and it would be much more immersive if 90% of people would be terrified to be sacrificed and do anything to avoid it, maybe 10% would rather prefer death to slavery anyway and do whatever it takes to 'get it over with', I can accept that.
a_random_user Posted March 29 Posted March 29 1 hour ago, lupursu said: Hi again, I have a little difficulty to understand the purpose and intended mechanics of the 'promise to sacrifice' option, and the main thing I'm puzzled about is why is this option a Promise and not a Threaten? I don't see why a slave should be relieved, or honored, or whatever to die instead of keep being alive. I only used this option when a slave really infuriate me with disrespect, hoping any sane slave would be desperate to live and thus becoming Way more docile than before. I was even hoping they'd kneel and beg to spare them, spontaneously and repeatedly, especially if they have a fearful personality. But to my surprise they are so calm and chill about it and keep doing the same they were doing before being promised sacrifice, such as being rude, disobedient, getting angry, being disrespectful, getting defiant...etc... They're even mocking me with replies like 'what's the rush' or something like that. They simply defeat any purpose of this severe 'promise' if they don't care at all about the imminent threat of being sacrificed. I don't know if it's something I do, maybe I don't understand all the available tools (how to set options in mcm or how to change values in slaves' personality json, how to treat them with training and dialogue after I promised them sacrifice) so as to make them change their attitude abruptly and become very afraid, very docile and never disrespect me again until I change my mind and change the promise. I think a slave that has been promised death should enter a permanent state of terror and obey orders like a drone until the promise is cancelled. It would be much more immersive to use this option as a last resort for very disobedient ones. As it is now this is a very unsatisfying tool, because death threat is very serious and the outcome is permanent and it would be much more immersive if 90% of people would be terrified to be sacrificed and do anything to avoid it, maybe 10% would rather prefer death to slavery anyway and do whatever it takes to 'get it over with', I can accept that. If I recall correctly, the "sacrifice promise" is mostly for compatibility reasons with mods that let you kill NPC for rewards (like Temple of Molag Bal). Normally DOM actors have some safety mechanisms to prevent them from an accidental death, this option turns them off and reduces the actor's health so they can be killed quickly. It's labelled a Promise instead of a Threat because it's something the player intends to do, not a consequence for further actions. A threat would be "Behave or I'll stab you.", the Sacrifice option is more a "I'm going to stab you." I believe that there are some consequences for other slaves if you kill one, but I don't know if the promise itself affects their mind stats. 2
lupursu Posted March 29 Posted March 29 1 hour ago, a_random_user said: (...) Whoops! It sounds that I used a feature that wasn't supposed to be used that way, now I think I am a monster. Thank you for explanation a_random_user! 1
Farsh-nuke Posted March 29 Posted March 29 Okay I've just cleared Fellglow Keep and the dungeon and looted everything but there wasn't the expected DOM 'enslave dead' spell anywhere. There were some slaver characters with a 'summon enslaved Daedric Wench' spell that I assume is from Yurinia the Buxom Wench so maybe that's a mod incompatibility. I can't really test it and for all I know I'm missing something that should be obvious. I'm noting this now in case anyone else runs into a similar issue. I'll have to try and spawn the DOM spell in using a console command.
Messoriem Posted March 29 Posted March 29 (edited) I have HSH and DOM installed. When I tell a slave via DOM to follow me, he follows, but when I say “stay here for a while” (activating HSH) and then tell him to follow me, he does nothing. Also, they don’t respond to HSH commands like “return to the cage immediately.” Edited March 29 by Messoriem
CrazySloth Posted March 30 Posted March 30 Yeah HSH doesn't seem to work. My slaves just walk around naked when I migrate them to HSH. They don't seem to train or do any of the commands I tell them to do. 1
Farsh-nuke Posted March 30 Posted March 30 12 hours ago, CrazySloth said: Yeah HSH doesn't seem to work. My slaves just walk around naked when I migrate them to HSH. They don't seem to train or do any of the commands I tell them to do. Yeah I noticed that, eventually they escaped too. But I was able to convince one of them to join me as a recruit.
Farsh-nuke Posted March 30 Posted March 30 By the way I've been using the DOM slave trainers and unless I got really lucky with Vivace as a slave trainer it does seem to work well. Except I don't know what to do about dirtiness. Unless I do it with the hose spell I don't know how slaves keep their dirtiness level low. Obviously npcs can be told to clean in rivers and what have you but most secure player owned properties don't have water slaves in training can get clean in. I'm not playing on survival either and don't have dirtiness as a mechanic in any other mod. I also have a question about slave training and a question about the included quest with Kimli. Regarding the slave training, it's noted that over time trainers get better at their stats but is it better to have separate trainers for fearing the whip and teaching sex? i.e. will a high whip trainer be trained out of having good whip stats to train sex or will a high whip trainer just also get good at training sex? Regarding Kimli, she's adorable. She's now bewitched and is a horny thing that craves attention. I love her but I want to further the quest with Olava the Feeble. When I hand Kimli to Olava can I get Kimli back afterwards later in the quest? 1
DasKebab Posted March 30 Posted March 30 On 12/20/2025 at 1:09 AM, 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. Aye, this mod straight up conflicts with any mods that have SPID which is really unfortunate because.....thats like a majority of modern skyrim mods
Fraying9981 Posted April 1 Posted April 1 how does slave levelling work? do slaves gain levels too? asking for combat reasons. 1
nailkaiser Posted April 2 Posted April 2 On 3/29/2026 at 4:34 PM, Farsh-nuke said: Okay I've just cleared Fellglow Keep and the dungeon and looted everything but there wasn't the expected DOM 'enslave dead' spell anywhere. There were some slaver characters with a 'summon enslaved Daedric Wench' spell that I assume is from Yurinia the Buxom Wench so maybe that's a mod incompatibility. I can't really test it and for all I know I'm missing something that should be obvious. I'm noting this now in case anyone else runs into a similar issue. I'll have to try and spawn the DOM spell in using a console command. i think i found it once out in the open it was among the piles of other books, not in any containers or on any bodies usually i just use QUI to add the spell book right from the start 1
Fraying9981 Posted April 3 Posted April 3 sometimes i the crosshair doesn't work and I end up giving a wheel order like "follow me" to 40 slaves nearby... Is there a way to make sure the wheel hotkeys only work for targets in the crosshair = deactivate the group function?
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