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Posted
29 minutes ago, Kanerah said:

Anyone has experience with npc knockout mods ( I think there are several): which one works best with this?

I'm trying to do something like make transition as organic as possible, without it feeling "too easy", or cheating ( like with added weapons that instant enslave).

Something like:

1. Defeat npc to near death

2. Knock them unconscious with a fist or a blunt weapon. 

3. Tie them up.

4. Enslavement dialogue.

Alternatively, using a domination spell or Bend will shout would make it easier ( also gain extra submission bonus), and they would need lower health threshold ( something like 50%): but you also acquire them at higher level.

 

Suggestion? Maybe also some small alteration to npc initial dialogue based on personality/voice type. Female commander or Orc would be very aggressive/defiant, while commoner or young eager would plead/be submissive.

Anything putting the NPC in unconscious mode will be recognised by DOM enslave perk. Same for HSH 1.40 kidnapping perk.

 

DOM has bludgeon weapon to knock out NPCs and HSH 1.40 has wooden club.

 

Posted
32 minutes ago, Kanerah said:

Anyone has experience with npc knockout mods ( I think there are several): which one works best with this?

I'm trying to do something like make transition as organic as possible, without it feeling "too easy", or cheating ( like with added weapons that instant enslave).

Something like:

1. Defeat npc to near death

2. Knock them unconscious with a fist or a blunt weapon. 

3. Tie them up.

4. Enslavement dialogue.

Alternatively, using a domination spell or Bend will shout would make it easier ( also gain extra submission bonus), and they would need lower health threshold ( something like 50%): but you also acquire them at higher level.

 

Suggestion? Maybe also some small alteration to npc initial dialogue based on personality/voice type. Female commander or Orc would be very aggressive/defiant, while commoner or young eager would plead/be submissive.

I use this. It's not a knockout mod but it is a good way to capture enemies without accidentally killing them. Basically when they fall under a certain amount of health, they fall to the ground with 1 health, a hotkey can turn the feature on or off instantly. If you tap them one more time they die. You can then enslave them into DOM by pressing E on them. There is dialogue asking if they surrender and letting you loot them before they die and some other stuff, but I use it only for capturing into DOM.

 

I also use this in case they die accidentally. It's basically like doing CPR on an npc after they die. You have like 2 minutes after they die to try and revive them, and the success chance is based on your alchemy and restoration levels, and you can boost the chance by putting certain ingredients or potions in their inventory too. You can try as many times as you want as long as 2 minutes has not passed yet. As soon as they get revived, you can capture them because DOM recognizes them as being vulnerable after the revive.

 

For actual knockouts and stealth stuff you can use the Bludgeon weapon that is added by DOM. If you hit someone from behind they get knocked out and you can tie them up or enslave them from that state. You don't even need to be sneaking or out of combat, as long as it hits them from behind they go down. There's also this which adds a full knockout mechanic that works with DOM, but there are some issues people have had with alchemical and magical effects not lasting for as long as they are supposed to. Other than that it's the best option, try it and see if you have any problems.

Posted
2 hours ago, Kanerah said:

Anyone has experience with npc knockout mods ( I think there are several): which one works best with this?

I'm trying to do something like make transition as organic as possible, without it feeling "too easy", or cheating ( like with added weapons that instant enslave).

Something like:

1. Defeat npc to near death

2. Knock them unconscious with a fist or a blunt weapon. 

3. Tie them up.

4. Enslavement dialogue.

Alternatively, using a domination spell or Bend will shout would make it easier ( also gain extra submission bonus), and they would need less low health threshold ( something like 50%): but you also acquire them at higher level.

 

Suggestion? Maybe also some small alteration to npc initial dialogue based on personality/voice type. Female commander or Orc would be very aggressive/defiant, while commoner or young eager would plead/be submissive.

 

use acheron with the DOM plugin

Posted
2 hours ago, crazymango54 said:

I use this. It's not a knockout mod but it is a good way to capture enemies without accidentally killing them. Basically when they fall under a certain amount of health, they fall to the ground with 1 health, a hotkey can turn the feature on or off instantly. If you tap them one more time they die. You can then enslave them into DOM by pressing E on them. There is dialogue asking if they surrender and letting you loot them before they die and some other stuff, but I use it only for capturing into DOM.

 

I also use this in case they die accidentally. It's basically like doing CPR on an npc after they die. You have like 2 minutes after they die to try and revive them, and the success chance is based on your alchemy and restoration levels, and you can boost the chance by putting certain ingredients or potions in their inventory too. You can try as many times as you want as long as 2 minutes has not passed yet. As soon as they get revived, you can capture them because DOM recognizes them as being vulnerable after the revive.

 

For actual knockouts and stealth stuff you can use the Bludgeon weapon that is added by DOM. If you hit someone from behind they get knocked out and you can tie them up or enslave them from that state. You don't even need to be sneaking or out of combat, as long as it hits them from behind they go down. There's also this which adds a full knockout mechanic that works with DOM, but there are some issues people have had with alchemical and magical effects not lasting for as long as they are supposed to. Other than that it's the best option, try it and see if you have any problems.

I tried a few a bit, this one worked out best for me : Knockout - Health and stealth based KOs

 

https://www.nexusmods.com/skyrimspecialedition/mods/133432

 

Only thing I'd add to DoM is fade to black scenes, imo adds better transition/helps with immersion, like when it removes original character and replaces it with DoM duplicate.

 

Btw, what's the difference with "Enslave health" option?

Posted
2 hours ago, Kanerah said:

Btw, what's the difference with "Enslave health" option?

That captures them into PAHE, not DOM. You want the Abduct option to bring them directly into DOM, otherwise you have to move them from PAHE to DOM. It's just two different frameworks, DOM works without PAHE if you want. 

Posted (edited)
9 hours ago, crazymango54 said:

@TrollAutokill Is there an option to turn off facial expressions for the player character? He's always smiling like a dumbass lately.

You'll have to wait for DOM8, but it's done by default with an MCM toggle to turn it on.

Edited by TrollAutokill
Posted

Hi i am getting an error in OAR when i load the game, it says the DD to OAR for DOM submod conditions are not met for many of the animations. 

unnamed.jpg

Posted
2 hours ago, natybs said:

Hi i am getting an error in OAR when i load the game, it says the DD to OAR for DOM submod conditions are not met for many of the animations. 

unnamed.jpg

Are you using DD NG and if yes, which version?

Posted
1 hour ago, TrollAutokill said:

Are you using DD NG and if yes, which version?

im using a beta version but i tryed this with the most recent LoversLab version and it still does this version 0.4.2.7 for DD NG

Posted
Just now, natybs said:

im using a beta version but i tryed this with the most recent LoversLab version and it still does this version 0.4.2.7 for DD NG

it seems like something is wrong with OAR from jsut a few months ago since it cant seem sto load sse engine fixes it says the skse version is out of date, but if i remove OAR it load fine. 

is there nay way to make DOM and DD NG work with just FNIS? i have allways had issues with OAR 

Posted (edited)
34 minutes ago, natybs said:

it seems like something is wrong with OAR from jsut a few months ago since it cant seem sto load sse engine fixes it says the skse version is out of date, but if i remove OAR it load fine. 

is there nay way to make DOM and DD NG work with just FNIS? i have allways had issues with OAR 

 

Hey @TrollAutokill

 

FYI AI mods are really catching up fast.
I'm a big fan of your mod but only use it for whipping animations, grouping slaves around trainers, anymore...
Most of the psychological logic I managed to offload to Skyrimnet, and for the follower packages, physical training, clothes management, and HSH equivalent logic, well there is this plugin to Skyrimnet, among others, that for example adds home locations, work locations, relax locations package. Hell, with this plugin they can even decide to run away somewhere, by themselves.

In addition to the plugins, it was somewhat easy for me to add wrappers to call DOM functions directly from my microphone. Needless to say, it has taken your mod's experience to a whole new dimension.

So far the only things I haven't been able to add a wrapper for are the paired animations and trainers punishing slaves routine. Everything else: personality, dialogue changes etc. is implemented.

hell, the training goes actually so fast now that I can properly scold slaves verbally with my mike, I had to reduce the training speed by a lot.

 

You might want to take a look at it..seriously. I hope you jump on the bandwagon because your mod is really amazing both in depth and polishing, so would be amazing if it was properly ported with your core mindset. 

 

Edited by Fraying9981
Posted
4 minutes ago, Fraying9981 said:

 

Hey @TrollAutokill

 

FYI AI mods are really catching up fast.
I'm a big fan of your mod but only use it for whipping animations, grouping slaves around trainers, anymore...
Most of the psychological logic I managed to offload to Skyrimnet, and for the follower packages, physical training, clothes management, and HSH equivalent logic, well there is this plugin to Skyrimnet, among others, that for example adds home locations, work locations, relax locations package. Hell, with this plugin they can even decide to run away somewhere, by themselves.

In addition to the plugins, it was somewhat easy for me to add wrappers to call DOM functions directly from my microphone. Needless to say, it has taken your mod's experience to a whole new dimension.

So far the only things I haven't been able to add a wrapper for are the paired animations and trainers punishing slaves routine. Everything else: personality, dialogue changes etc. is implemented.

hell, the training goes actually so fast now that I can properly scold slaves verbally with my mike, I had to reduce the training speed by a lot.

 

You might want to take a look at it..seriously. I hope you jump on the bandwagon because your mod is really amazing both in depth and polishing, so would be amazing if it was properly ported with your core mindset. 

 

So how do I fix the oar issue? I have tried different versions of dd mg and it still happens. 

Posted

Am I only one getting this issue with the "Come here like a good slave" body inspection has both actors using the same animation at the 2nd to last stage.

20260226185143_1.jpg

Posted
5 hours ago, natybs said:

So how do I fix the oar issue? I have tried different versions of dd mg and it still happens. 

Try an older version of OAR.

Posted
1 hour ago, TrollAutokill said:

Try an older version of OAR.

i did and it still bring up the error. i could try an even older version but its the version before AE

Posted

I liked this mod. The only issue is that if you use only OStim, the animations that rely on SexLab or ZAZ become bugged. For example, when hugging or kissing another NPC, my character teleports to a random location on the map. Also, NPCs assigned as masters stop having interactions with their assigned slaves.

It would be better to either fix these animations or remove the related options from the NPC dialogue and interaction menus when ZAZ or SexLab is disabled.

Alternative version

Posted

Есть проблема мод работает и мне все наравиться но вот такое ощущение что он не взаимодействует с sex labom тоест когда пытаешься их изнасиловать ничего не происходит хотя когда указываешь рабыни мастурбировать то она это делает , в чем может быть причина , при этом когда переходишь в ран все работает нормально 

 

Posted
5 hours ago, LeonardoGarr said:

I liked this mod. The only issue is that if you use only OStim, the animations that rely on SexLab or ZAZ become bugged. For example, when hugging or kissing another NPC, my character teleports to a random location on the map. Also, NPCs assigned as masters stop having interactions with their assigned slaves.

It would be better to either fix these animations or remove the related options from the NPC dialogue and interaction menus when ZAZ or SexLab is disabled.

Alternative version

Yes OStim is only supported as add-on, some actions still rely on Zaz or Sexlab. It's up to the user to edit Animations.json and remove unwanted animations. Also you can use Zaz animations with the plugin deactivated or even deleted.

 

Sexlab is also used during dual animations for actors alignment. My guess is that's why you are teleported somewhere else. I will see what I can do to fix it.

Posted (edited)

The main issue is that the mods Stim, SexLab, and ZAZ were not designed to work together.I use the Pandora engine. It’s almost a miracle that this mod works at all. Ideally, there should be a lightweight version using only Stim.Or you could simply specify which files should be removed so it works with only Stim.Or you could add the option to use stim or sexlab+zaz in the installer.

Edited by LeonardoGarr
Posted (edited)
7 hours ago, LeonardoGarr said:

The main issue is that the mods Stim, SexLab, and ZAZ were not designed to work together.I use the Pandora engine. It’s almost a miracle that this mod works at all. Ideally, there should be a lightweight version using only Stim.Or you could simply specify which files should be removed so it works with only Stim.Or you could add the option to use stim or sexlab+zaz in the installer.

No. This mod was designed with Sexlab and Zaz as frameworks. OStim support is a convenience but I don't use it and can't provide decent help with it.

 

I rely on users to suggest changes and bug fixes. I added configuration files exactly for that purpose. If someone provides an OStim only version of Animations.json I will include it in the fomod. You can also edit the praise and punishment JSON files and remove or add at will.

 

Edited by TrollAutokill
Posted (edited)
13 hours ago, TrollAutokill said:

They should be disabled. Which version are you on?

I've had the same issue. usually just used the "[" key for realignment.

 

I usually have sexlab go on for a few minutes.

Edited by roldoi1911
Posted
23 hours ago, natybs said:

i did and it still bring up the error. i could try an even older version but its the version before AE

 

On 4/20/2026 at 5:47 AM, TrollAutokill said:

Try an older version of OAR.

So this is what fixed it for me

dirty fix is to delete/hide/rename the file "meshes\actors\character\animations\OpenAnimationReplacer\DD

 

Seems like this config json file is broken somehow renaming it makes the game not load it. All the animations still seem to work and be present 

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