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Posted

Is there a way to disable the bleed out capture activation menu? I'm using another mod that relies on activating low health opponents that soft conflicts with the DOM dialogue that opens that, afaik, you can't cancel out of.

Posted

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

Posted
6 hours ago, CrazySloth said:

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

try to put some gold and ores int their inventories🤗

Posted
17 hours ago, CrazySloth said:

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

Same issue here

Posted
17 hours ago, CrazySloth said:

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

It takes a little while. You may need to have the cell loaded (be in the same cell as your miners), but I don't know that for a fact.

Posted
17 hours ago, CrazySloth said:

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

They can refuse to work and will just sandbox around and ore veins can be a part of this sandbox behaviour so you need to make sure they are actually working. Check punishment reasons and see if there is refusing to work option, if yes, then they are slacking off. Also if their working skill is low it will take some time for them to produce ore.

Posted (edited)
On 4/5/2026 at 2:00 AM, CrazySloth said:

So how does mining works exactly? I cleared the gold mine near Markath and put a bunch of my slaves there to mine, but after a while they don't seem to have any gold ores in their inventories.

 

On 4/5/2026 at 8:45 AM, sickboy791 said:

try to put some gold and ores int their inventories🤗

 

15 hours ago, nigels3000 said:

Same issue here

 

15 hours ago, cgman19 said:

It takes a little while. You may need to have the cell loaded (be in the same cell as your miners), but I don't know that for a fact.

 

15 hours ago, Coom Nation said:

They can refuse to work and will just sandbox around and ore veins can be a part of this sandbox behaviour so you need to make sure they are actually working. Check punishment reasons and see if there is refusing to work option, if yes, then they are slacking off. Also if their working skill is low it will take some time for them to produce ore.

Exactly it does take a while because if they are just left alone, they won't mine and won't learn. You need to either punish them until they learn, assign them a slaver, or sell them to the HSH mines for training and buy them back once they are good miners.

Edited by TrollAutokill
Posted
On 4/4/2026 at 10:15 PM, cgman19 said:

Is there a way to disable the bleed out capture activation menu? I'm using another mod that relies on activating low health opponents that soft conflicts with the DOM dialogue that opens that, afaik, you can't cancel out of.

Did you check the MCM? You should be able to disable perks.

Posted
On 4/1/2026 at 6:39 AM, Fraying9981 said:

how does slave levelling work?

do slaves gain levels too? 

asking for combat reasons. 

They do if you have the option set in the MCM. If they have a fixed level their combat skills will increase, but only the ones that are not 0 to begin with.

Posted
On 4/3/2026 at 5:40 AM, Fraying9981 said:

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?

In my to-do list.

Posted
On 3/29/2026 at 1:46 PM, xxxamogusxxx said:

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?

So that slaves won't complain about the DB wrong doings.

Posted

This is DOM 7.12.8, with a few more options as requested by users.

 

No big changes as DOM is waiting for AYGAS and HSH updates before moving to DOM 8.

 

  • Toggles in MCM to stop the face slave tats showing up on me the player character 
  • Toggle in MCM to disable auto equip/unequip of armors, weapons and ammo on all slaves and slavers.
    • There is also a dialogue to disable auto equip on a per actor basic. 
    • Beware that disabling auto equip might results in slaves wearing clothes or weapons unexpectedly.
  • Toggle in MCM to disable wheel group actions if no actor is in the crosshair.

 

Posted
3 hours ago, TrollAutokill said:

They do if you have the option set in the MCM. If they have a fixed level their combat skills will increase, but only the ones that are not 0 to begin with.

 

thank you! I guess the better question is how do I make sure they stay good over time at combat? should I use the fixed level setting or not?

 

3 hours ago, TrollAutokill said:

In my to-do list.

 

Awesome! 

Posted (edited)
2 hours ago, Fraying9981 said:

thank you! I guess the better question is how do I make sure they stay good over time at combat? should I use the fixed level setting or not?

 

Fixed level means they will not improve. But keep in mind they were probably not meant to. Only unique followers are meant to level with the player as a vanilla feature. Anything else is a hack.

Edited by TrollAutokill
Posted
7 hours ago, TrollAutokill said:

Did you check the MCM? You should be able to disable perks.

I did, but the perks didn't cross my mind for some reason. Thank you!

Posted (edited)
5 hours ago, Fraying9981 said:

is it safe to update from 7.11.7 ?

It's recommended. But always do a play test when updating. Then if everything is fine you can continue your adventures.

 

If something is wrong it will show in the papyrus log as an error at startup. DOM always check aliases, JSON files and quests at startup.

Edited by TrollAutokill
Posted
On 4/6/2026 at 7:30 AM, TrollAutokill said:

This is DOM 7.12.8, with a few more options as requested by users.

 

No big changes as DOM is waiting for AYGAS and HSH updates before moving to DOM 8.

 

  • Toggles in MCM to stop the face slave tats showing up on me the player character 
  • Toggle in MCM to disable auto equip/unequip of armors, weapons and ammo on all slaves and slavers.
    • There is also a dialogue to disable auto equip on a per actor basic. 
    • Beware that disabling auto equip might results in slaves wearing clothes or weapons unexpectedly.
  • Toggle in MCM to disable wheel group actions if no actor is in the crosshair.

 

troll can you add an option to sell slave exclusive from your mod instead of being dependency on other mods so that it wont come with any issues, just something simple that i can just drop off slaves i don't need make a bit of profit and the slaves just disappear instead of lingering in town or cell and causing fights to erupt everywhere. The home sweet home hunter rest auction the closest to this ideal of selling slaves, but it come with the issue i mention in my previous report of having to wait for the auction to complete and the slaves that being brought up to the auction decide to start attacking right as the auction being process.

Posted
28 minutes ago, nailkaiser said:

make a bit of profit and the slaves just disappear

You may want to try this, in this mod slaves disappear after being sold

 

Posted
30 minutes ago, nailkaiser said:

troll can you add an option to sell slave exclusive from your mod instead of being dependency on other mods so that it wont come with any issues, just something simple that i can just drop off slaves i don't need make a bit of profit and the slaves just disappear instead of lingering in town or cell and causing fights to erupt everywhere. The home sweet home hunter rest auction the closest to this ideal of selling slaves, but it come with the issue i mention in my previous report of having to wait for the auction to complete and the slaves that being brought up to the auction decide to start attacking right as the auction being process.

That's what Fellglow camp is about. 

Posted

Just another question regarding hsh and aygas. HSH doesn't seem to work (slaves migrated from DOM are unresponsive to HSH commands such as "keep me company" and "go where I tell you"). Is that a case of severe case of PEBCAK or is it an actual bug? 

Posted
4 hours ago, Coom Nation said:

You may want to try this, in this mod slaves disappear after being sold

 

thx for the suggestion i skim through this before thought it's just an npc story quest so didn't bother with it.

Posted
1 hour ago, nailkaiser said:

thx for the suggestion i skim through this before thought it's just an npc story quest so didn't bother with it.

That was the original release, but updates have expanded it.

 

There are multiple ways to sell slaves in Enthralled in the current version (1.6.5)

  • Slavers on the docks of Solitude, Windhelm, and Raven Rock will buy any slave and give a price based on their training level and general stats. Prices are similar to Fellglow Camp prices, only differing because NPC weight is calculated differently. Your Slaver skill will increase these prices
  • Jail guard will buy any slave as a criminal and pay a fixed price of 500 gold.
  • You can pick up an order for a specific type of slave in each of the 5 major holds. This can pay a lot.

The story quests are not needed for any of these functions. All options are available from the start.

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