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Posted (edited)

In my game, it works using all three frameworks. Only the ZAZ mod itself is unstable.

With only this mod enabled, there are some animation stutters at the beginning of the game during the execution scene, and the NPCs’ hands get stuck behind their backs, all bugged.

Or when trying to use only Stim, it causes the issue mentioned earlier.

Another issue I noticed is that when using magic on NPCs without adding them to the DOM, the dialogue option trees open, but the NPC voice audio does not play—only the text appears on the screen.

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

Im dying after a hug animation (I have installed USSEP Behaviour patch)

Classic Skyrim bug, already mentioned in the mod description page: https://www.nexusmods.com/skyrimspecialedition/mods/139572?tab=description

 

"A bug in a paired animation set involving a hug animation can lead to the player or an NPC dying suddenly without warning if they were once entered bleedout or, more commonly, after a brawl."

Edited by TrollAutokill
Posted (edited)
57 minutes ago, SnakeHawk said:

image.png.93b4154be63cffcc9828540acbd764c8.pnglast 7.12.10

With More Informative Console installed, click on the faulty actor and check their factions. They should be a member of SexlabAnimatingFaction.

 

Also which Sexlab version are you using?

Edited by TrollAutokill
Posted

Hello. Sorry if this has already been answered, but it's been a while since I've been able to keep up with the mod updates. I updated my version from 7.11.7 to 7.12.8, and started a new game yesterday. I noticed that when I enslave NPCs (bandits and unnamed NPCs), they are no longer randomly assigned names. Is this intentional or could it be a problem with my game?

 

Oh, just to clarify, when I enslave them, they are named bandit, forsworn, etc.

Posted

I'm using the latest version of DOM. I've noticed that when I use the options in the “Entertain me Slave” menu, some actions like dancing or posing don't cause the NPC to do anything, but a notification appears indicating that it's performing the action. I've also noticed that when I ask it to light the way for me, it pulls out the torch and then immediately disappears while still holding it. I’m not sure if I’m missing animation packs for them to run. Right now, I have Ostim and its animations along with Sexlab and Zaz, maybe I’m missing dependencies for those animations. 

Posted (edited)
3 hours ago, MigVRam said:

I'm using the latest version of DOM. I've noticed that when I use the options in the “Entertain me Slave” menu, some actions like dancing or posing don't cause the NPC to do anything, but a notification appears indicating that it's performing the action. I've also noticed that when I ask it to light the way for me, it pulls out the torch and then immediately disappears while still holding it. I’m not sure if I’m missing animation packs for them to run. Right now, I have Ostim and its animations along with Sexlab and Zaz, maybe I’m missing dependencies for those animations. 

You're missing GSPoses. Or you need to edit Animations.json and delete/replace all *GS* entries.

 

As for disappearing actors, this sounds like the infamous Skyrim invisible actor bug. If their name appears under the cross hair but they are invisible, use the K key to reset their graphics. Otherwise use the MCM to find them and teleport/reset them.

 

Edited by TrollAutokill
Posted
7 hours ago, Arara said:

Hello. Sorry if this has already been answered, but it's been a while since I've been able to keep up with the mod updates. I updated my version from 7.11.7 to 7.12.8, and started a new game yesterday. I noticed that when I enslave NPCs (bandits and unnamed NPCs), they are no longer randomly assigned names. Is this intentional or could it be a problem with my game?

 

Oh, just to clarify, when I enslave them, they are named bandit, forsworn, etc.

You need 7.12.10. Make sure the rename actors toggle is set in MCM capture tab. If it is l will need a papyrus log, but you probably have a file read error. Usual causes are custom races and non-English filesystem glitch.

Posted

I started with a new character and now I'm testing the latest update, and everything seems to be working fine. I feel like everything is optimized and there are animations that didn't work before, like the kissing animation, that are now working. By the way, there was a pose my slaves used like a LOT, but I couldn't figure out the point of it. It was pose GS441, where the slaves were inside a slightly open vampire coffin, inviting you to enter. Is there any way to make an exception to that animation?

Thanks for adding the option to remove the player's face effects in the MCM. I'm curious because the player character's journal information mentions a "master." Inception: the player character's master is the player, mind-blowing! haha
I should clarify that I only use DOM without PAHs or any other PAH Add-On, only the hard requirements. Thanks TAK

Posted
12 hours ago, TrollAutokill said:

You need 7.12.10. Make sure the rename actors toggle is set in MCM capture tab. If it is l will need a papyrus log, but you probably have a file read error. Usual causes are custom races and non-English filesystem glitch.

Thank you for the reply. I updated to 7.12.10, check if the option was marked in MCM, and everything seems correct. The issue continues though.

 

I looked at Papyrus's log and found the following:

Quote

No DOM name found file doesn't exist fileName=Data/SKSE/Plugins/StorageUtilData/Diary Of Mine/Names/femaleBosmer.txt
No PAH name found file doesn't exist fileName=Data/PAHE/femaleBosmer.txt
No DOM mixed race name found for female Bosmer trying PAH mixed race names
CloneAndCopyActor rename to bandit from bandit

 

The strange thing is that I looked at version 7.11.7 and that file wasn't there either, but everything was working, the NPCs were renamed when captured. Is there anything I can do in this case?

 

I'm attaching the complete log, just in case.Papyrus.0.log

 

Spoiler

image.thumb.png.78fc51ed7fec812c6cf3d8a67c46f140.png

 

Posted (edited)
3 hours ago, 深淵の神 said:

I started with a new character and now I'm testing the latest update, and everything seems to be working fine. I feel like everything is optimized and there are animations that didn't work before, like the kissing animation, that are now working. By the way, there was a pose my slaves used like a LOT, but I couldn't figure out the point of it. It was pose GS441, where the slaves were inside a slightly open vampire coffin, inviting you to enter. Is there any way to make an exception to that animation?

Thanks for adding the option to remove the player's face effects in the MCM. I'm curious because the player character's journal information mentions a "master." Inception: the player character's master is the player, mind-blowing! haha
I should clarify that I only use DOM without PAHs or any other PAH Add-On, only the hard requirements. Thanks TAK

Thanks for the kind words and tracking down that pesky GS441 animation, I will block it out.

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

Thank you for the reply. I updated to 7.12.10, check if the option was marked in MCM, and everything seems correct. The issue continues though.

 

I looked at Papyrus's log and found the following:

 

The strange thing is that I looked at version 7.11.7 and that file wasn't there either, but everything was working, the NPCs were renamed when captured. Is there anything I can do in this case?

 

I'm attaching the complete log, just in case.Papyrus.0.log

 

  Hide contents

image.thumb.png.78fc51ed7fec812c6cf3d8a67c46f140.png

 

The file might be from the PAHE install. Try to copy it by hand.

 

Also Bosmer are usually referred as Wood Elves in Skyrim. It might be your race names have been altered by a mod and PAH/DOM fail to find the filename because of the name change.

 

One solution would be to copy/rename the PAH wood elf file to Bosmer.

Edited by TrollAutokill
Posted

Hey,

Avid user of your mod, great work!

 

However (up to V 7.12.7) I have noticed a game/immersion breaking bug with the Housekeeping.  When training slaves (nonfollower at specific location - ie player home) with the housekeeping option, clutter at other locations (other homes, shops, dungeons, guilds, etc) starts slowly being removed about 30sec after the PC enters any other location.  Currently have none of my slaves being trained with this option to prevent it from happening, which pinpoints the cause of the clutter removal at other locations.  When the clutter is being removed, it is then placed in a random container within the cell/dungeon.  The removal, and placement into container, also seems to affect quest items: ie Mahrunes razor pieces (tested the one location in falkreath).  This is the point where i felt is was probably best to have the feature turned off to prevent loot from being missed and/or quest triggers breaking.

 

Hope this helps diagnose and is easy to fix, really do love the mod!

Please ask if youre unsure of any details  

Posted (edited)
2 hours ago, Solinvictus556 said:

Hey,

Avid user of your mod, great work!

 

However (up to V 7.12.7) I have noticed a game/immersion breaking bug with the Housekeeping.  When training slaves (nonfollower at specific location - ie player home) with the housekeeping option, clutter at other locations (other homes, shops, dungeons, guilds, etc) starts slowly being removed about 30sec after the PC enters any other location.  Currently have none of my slaves being trained with this option to prevent it from happening, which pinpoints the cause of the clutter removal at other locations.  When the clutter is being removed, it is then placed in a random container within the cell/dungeon.  The removal, and placement into container, also seems to affect quest items: ie Mahrunes razor pieces (tested the one location in falkreath).  This is the point where i felt is was probably best to have the feature turned off to prevent loot from being missed and/or quest triggers breaking.

 

Hope this helps diagnose and is easy to fix, really do love the mod!

Please ask if youre unsure of any details  

I've noticed this too. Gave me an issue when it came to Tolfdir's alembic quest. I'm still on 7.10.7

Edited by TasteTester69
Version number added
Posted
5 hours ago, Solinvictus556 said:

Hey,

Avid user of your mod, great work!

 

However (up to V 7.12.7) I have noticed a game/immersion breaking bug with the Housekeeping.  When training slaves (nonfollower at specific location - ie player home) with the housekeeping option, clutter at other locations (other homes, shops, dungeons, guilds, etc) starts slowly being removed about 30sec after the PC enters any other location.  Currently have none of my slaves being trained with this option to prevent it from happening, which pinpoints the cause of the clutter removal at other locations.  When the clutter is being removed, it is then placed in a random container within the cell/dungeon.  The removal, and placement into container, also seems to affect quest items: ie Mahrunes razor pieces (tested the one location in falkreath).  This is the point where i felt is was probably best to have the feature turned off to prevent loot from being missed and/or quest triggers breaking.

 

Hope this helps diagnose and is easy to fix, really do love the mod!

Please ask if youre unsure of any details  

 

3 hours ago, TasteTester69 said:

I've noticed this too. Gave me an issue when it came to Tolfdir's alembic quest. I'm still on 7.10.7

So you mean a maid/servant starts to clean clutter in a place they are not?

 

I will also add a check on quest items.

Posted
52 minutes ago, TrollAutokill said:

 

So you mean a maid/servant starts to clean clutter in a place they are not?

 

I will also add a check on quest items.

Yes, that's exactly what's happening.

Thanks for the fast response

Posted
1 hour ago, TrollAutokill said:

 

So you mean a maid/servant starts to clean clutter in a place they are not?

 

I will also add a check on quest items.

In almost any indoor location.

Posted

I can also confirm the disappearing clutter bug. Happens after you order a slave to be your maid. Items in other locations diappear and are added to one of the containers in the cell.

Posted (edited)

How to fix the price of a slave in Fellglow Slave Camp? If i sell via DOM, all slaves are priced at 10 septims regardless of their training level.

Edited by Messoriem
Posted
1 hour ago, Messoriem said:

How to fix the price of a slave in Fellglow Slave Camp? If i sell via DOM, all slaves are priced at 10 septims regardless of their training level.

That might be because DOM didn't identify tye seller as a rich merchant. My bad. I will correct that. Thanks for checking.

Posted
On 22/4/2026 at 8:37, TrollAutokill said:

Te faltan GSPose. O necesitas editar Animations.json y eliminar/reemplazar todas las entradas *GS*.

 

En cuanto a los personajes que desaparecen, esto suena como el famoso error de los personajes invisibles de Skyrim. Si su nombre aparece bajo la mira pero son invisibles, usa la tecla K para restablecer sus gráficos. De lo contrario, usa el menú MCM para encontrarlos y teletransportarlos o restablecerlos.

 

I solve it that animations, the problem with the torch is that the torch disappears, while the NPC continues the animation of holding it. Another question, is Fertility Mode Reloaded compatible? 

Posted (edited)

I might have solved my NPC cloning issues with NPCs modified by RDF

 

Here's a few attempts to clone the leveled NPC 0004243C, in this case a wood elf.
Managed to compile DOM_Core with some added logging, got this:

 

[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Khajiit
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=2
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is IMPERIAL
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=3
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Wood Elf
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=4
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Khajiit

 


Huh? Fox? The NPC template has that set, why do we try to check against this race? More logging + code adjusted as below:

 

[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor(): Original [Actor < (0004243C)>]
[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor() original_base [ActorBase < (0001E79E)>] name=, Race=Fox, GetSex = 0
[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor() leveled_base [ActorBase < (FF001DF3)>] name=bandit, Race=Wood Elf, GetSex = 1
[04/26/2026 - 07:47:40AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Wood Elf, is Redguard

 

Aha! So apparently this has been cloning the wrong NPC all along?
Honestly i have no idea why this ever worked without RDF installed, or why it didn't most of the time with it,
but here's the fix that works for me.

Also, I've seen GetValidActorBase() return None for some reason, so an extra check should prevent that:

 

 

ActorBase Function GetValidActorBase(actor akActor)
    ActorBase base = akActor.GetActorBase()
    ActorBase base_leveled = akActor.GetLeveledActorBase()
    ActorBase ret = None
    if base_leveled != None && base != base_leveled
        ret = base_leveled.GetTemplate()
    endif
    if ret == None
        ret = base
    endif
    return ret
EndFunction

 

Then, we have to clone the original_base, but check against the leveled base:

 

Actor Function CloneActor(Actor original)
    LogTrace("CloneActor(): Original "+original)
    If original.IsInFaction(DOMActorAlreadyCleaned)
        LogTrace("CloneActor Actor already cleaned by DOM")
        return original
    elseIf DOMPAH.WasAlreadyCleaned(original)
        LogTrace("CloneActor Actor already cleaned by PAH")
        return original
    endif
    ; WARNING: Creating an actor in script from a temporary ActorBase will cause a CTD when the temporary ActorBase is garbage collected. 
    ; To make a copy of an actor, use GetActorBase() instead. 
    ; Here we use this method from good all PAH:
    ActorBase original_base = GetValidActorBase(original)
    ActorBase leveled_base = original.GetLeveledActorBase()
    Actor clone
    ActorBase clone_base
    
    LogTrace("CloneActor() original_base "+original_base+" Name="+original_base.GetName() +", Race="+original_base.GetRace().GetName()+", GetSex = "+original_base.GetSex())
    LogTrace("CloneActor() leveled_base "+leveled_base+" Name="+leveled_base.GetName() +", Race="+leveled_base.GetRace().GetName()+", GetSex = "+leveled_base.GetSex())


    int tries = 0
    While tries < 100
        if tries > 0
            LogTrace("CloneActor() try again n="+(tries+1))
        endif
        clone = DOMTonyMarker.PlaceActorAtMe(original_base, 4)
        ActorBase cloneab = clone.GetLeveledActorBase()
        If IsSimilarActorBase(leveled_base, cloneab)
            return clone
        endif
        cloneab.SetInvulnerable(false)
        cloneab.SetEssential(false)
        clone.Kill()
        ;clone.SetCriticalStage(4) ; use desintegrate end stage instead of Delete() to avoid problems with leveled lists!
        clone.Delete()
        tries += 1
    EndWhile
    LogTrace("CloneActor(): CLONING FAILED!")
    return None
EndFunction

 

Does this make sense?

I had to do some more changes because i had to use caprica to build this; since the original papyrus compiler refused to work for me.

Then caprica also had some issues with variable scoping but apparently much stricter checks. The attached patch fixes a bunch of warnings and variable-use-before-declaration. along with the original fixes above.

 

PS: do you have a repo where the code lives and people can make PRs or do you do the development offline, oldschool? :P

 

EDIT: It would also be nice to have a message in the top left that cloning failed. That way there's no guessing and it's clear that DOM is working normally.

Also i've noticed that some factions are set and stick around even if cloning failed, preventing further cloning attempts unless removed via console. Is this intentional?

fixes.zip

Edited by the0fromnexus
Posted
3 hours ago, the0fromnexus said:

I might have solved my NPC cloning issues with NPCs modified by RDF

 

Here's a few attempts to clone the leveled NPC 0004243C, in this case a wood elf.
Managed to compile DOM_Core with some added logging, got this:

 

[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Khajiit
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=2
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is IMPERIAL
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=3
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Wood Elf
[04/26/2026 - 07:09:10AM] DOM_Core: CloneActor() try again n=4
[04/26/2026 - 07:09:10AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Fox, is Khajiit

 


Huh? Fox? The NPC template has that set, why do we try to check against this race? More logging + code adjusted as below:

 

[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor(): Original [Actor < (0004243C)>]
[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor() original_base [ActorBase < (0001E79E)>] name=, Race=Fox, GetSex = 0
[04/26/2026 - 07:47:40AM] DOM_Core: CloneActor() leveled_base [ActorBase < (FF001DF3)>] name=bandit, Race=Wood Elf, GetSex = 1
[04/26/2026 - 07:47:40AM] DOM_Core: IsSimilarActorBase() mismatched race; should be Wood Elf, is Redguard

 

Aha! So apparently this has been cloning the wrong NPC all along?
Honestly i have no idea why this ever worked without RDF installed, or why it didn't most of the time with it,
but here's the fix that works for me.

Also, I've seen GetValidActorBase() return None for some reason, so an extra check should prevent that:

 

 

ActorBase Function GetValidActorBase(actor akActor)
    ActorBase base = akActor.GetActorBase()
    ActorBase base_leveled = akActor.GetLeveledActorBase()
    ActorBase ret = None
    if base_leveled != None && base != base_leveled
        ret = base_leveled.GetTemplate()
    endif
    if ret == None
        ret = base
    endif
    return ret
EndFunction

 

Then, we have to clone the original_base, but check against the leveled base:

 

Actor Function CloneActor(Actor original)
    LogTrace("CloneActor(): Original "+original)
    If original.IsInFaction(DOMActorAlreadyCleaned)
        LogTrace("CloneActor Actor already cleaned by DOM")
        return original
    elseIf DOMPAH.WasAlreadyCleaned(original)
        LogTrace("CloneActor Actor already cleaned by PAH")
        return original
    endif
    ; WARNING: Creating an actor in script from a temporary ActorBase will cause a CTD when the temporary ActorBase is garbage collected. 
    ; To make a copy of an actor, use GetActorBase() instead. 
    ; Here we use this method from good all PAH:
    ActorBase original_base = GetValidActorBase(original)
    ActorBase leveled_base = original.GetLeveledActorBase()
    Actor clone
    ActorBase clone_base
    
    LogTrace("CloneActor() original_base "+original_base+" Name="+original_base.GetName() +", Race="+original_base.GetRace().GetName()+", GetSex = "+original_base.GetSex())
    LogTrace("CloneActor() leveled_base "+leveled_base+" Name="+leveled_base.GetName() +", Race="+leveled_base.GetRace().GetName()+", GetSex = "+leveled_base.GetSex())


    int tries = 0
    While tries < 100
        if tries > 0
            LogTrace("CloneActor() try again n="+(tries+1))
        endif
        clone = DOMTonyMarker.PlaceActorAtMe(original_base, 4)
        ActorBase cloneab = clone.GetLeveledActorBase()
        If IsSimilarActorBase(leveled_base, cloneab)
            return clone
        endif
        cloneab.SetInvulnerable(false)
        cloneab.SetEssential(false)
        clone.Kill()
        ;clone.SetCriticalStage(4) ; use desintegrate end stage instead of Delete() to avoid problems with leveled lists!
        clone.Delete()
        tries += 1
    EndWhile
    LogTrace("CloneActor(): CLONING FAILED!")
    return None
EndFunction

 

Does this make sense?

I had to do some more changes because i had to use caprica to build this; since the original papyrus compiler refused to work for me.

Then caprica also had some issues with variable scoping but apparently much stricter checks. The attached patch fixes a bunch of warnings and variable-use-before-declaration. along with the original fixes above.

 

PS: do you have a repo where the code lives and people can make PRs or do you do the development offline, oldschool? :P

 

EDIT: It would also be nice to have a message in the top left that cloning failed. That way there's no guessing and it's clear that DOM is working normally.

Also i've noticed that some factions are set and stick around even if cloning failed, preventing further cloning attempts unless removed via console. Is this intentional?

fixes.zip 3.55 kB · 0 downloads

FoxRace is the default in Skyrim. Badly defined mods or even Bethesda originals might have FoxRace set as their race, this is just lazyness.

 

What we could, is decide FoxRace means race check is ok no matter what. But don't come and a-complain all your slaves turned into foxes.

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