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Posted
1 hour ago, Leoneros said:

Pregunta rápida (disculpad si ya se ha respondido antes), ¿las versiones actualizadas de DOM 8, AYGAS 0.71 y HSH 1.41 necesitan SexLab o pueden funcionar con Ostim Standalone?

 

Pregunto antes de arriesgar mi orden de carga para mi próxima partida

+1

Posted
1 hour ago, Leoneros said:

Quick question (apologies if it has been answered before), do the newly updated versions of DOM 8, AYGAS 0.71 and HSH 1.41 need SexLab or can they function with Ostim Standalone ?

 

Asking before risking my load order for my next game

 

22 minutes ago, Komandante88 said:

I only use DOM, and PAH_AndYouGetASlave, has PAHE as a teacher, is there any way to fix that please?

Not yet. Be patient.

Posted (edited)
On 5/26/2026 at 5:39 PM, Gb4y said:

Could the slaves just have a pool of poses to choose from, i mean, they would use a different pose every time you command them to pose, not that they automatically change their pose during posing (a slave of mine does "Domhandsbehindstand" at submissive pose and she will repeat that exact pose for that command for the rest of her life lol)

I am pretty sure there is a setting in the MCM to randomize the poses instead of using the personality index.

 

EDIT: The toggle is in the Player MCM tab. I will move it to the idles/animations tab for next update.

Edited by TrollAutokill
Posted
5 hours ago, TrollAutokill said:

Truth is: variable first if a DOM actor (or PAH actor, these are never overwriten), then factions (highest value if both DOM and PAH are present) and last the Json file (could be that if JSON value is higher it will overwrite the factions).

 

thanks, so sounds like it's not a good idea to play with dom faction values right? 
i was thinking about a simple SL trigger that reduces DOMsmartness when hit by a spark spell

Posted
57 minutes ago, Fraying9981 said:

 

thanks, so sounds like it's not a good idea to play with dom faction values right? 
i was thinking about a simple SL trigger that reduces DOMsmartness when hit by a spark spell

You should use the dom_api functions for that. If one is missing I will add it. 

Posted (edited)
1 hour ago, Fraying9981 said:

 

thanks, so sounds like it's not a good idea to play with dom faction values right? 
i was thinking about a simple SL trigger that reduces DOMsmartness when hit by a spark spell

If I understand everything correctly, it depends. Changing faction ranks can work on NPC that are not DOM Actors.

Changing training ranks like submission and resignation work before making them a slave/slaver.

 

Changing the faction rank of personality facets like smartness might work as well, but the problem is all the modifier factions that depend on those. I believe there is a DOM function somewhere that updates those based on the new personality facets, but I don't recall which one.

 

If the NPC is a DOM Actor, changing faction ranks doesn't work at all in my experience. The real information is stored in attached scripts, DOM_Mind, and any changes to factions will be quickly restored to the original value without much effect. If you want to change a DOM Actor's facets, you will need to work with the DOM_Api or DOM_Mind scripts.

 

In DOM_Api, there are functions like SetFACET() and SetTraits() which can be used to set new values. I have used this to set up new NPC, they should also work for changing existing values but I've never tested that. So you'll have to experiment a bit.

In DOM_Mind, you can change the PRISM_Smartness variable for much the same effect. Be aware that this has changed between DOM7 and DOM8, so it might be a better idea to use the DOM_API version for compatibility reason.

 

 

Edit: TAK already answered while I was still typing this.

Edited by a_random_user
spelling and grammar fix
Posted (edited)
On 4/19/2026 at 7:16 PM, 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

 

FYI to anyone reading this, it's still happening in 8.0.1. The issue is that there are a number of presets that have no conditions which triggers the invalid submod warning. It makes me wonder if they were edited in user mode and not in mod author mode. I would also like to know what the conditions in the presets are supposed to be.

Edit: the OAR configs shipped with this mod don't show errors. However, if the configs from this mod are allowed to overwrite the OAR config.json files that ship with DD NG 0.4.x, then you get a bunch of warnings in OAR.

Edited by foreveraloneguy
Posted

I have a strange issue, whenever I try to abduct a slave, it stays on the ground, in the "cower" animation, I can't speak with the slave, can't do anything. It happens most of the time I try to enslave a slave. I have PAH 8.2, HSH 4.1 and the new version of DOM. 

Posted
3 hours ago, Fraying9981 said:

 

thanks, so sounds like it's not a good idea to play with dom faction values right? 
i was thinking about a simple SL trigger that reduces DOMsmartness when hit by a spark spell

I always thought something like that would be cool, like a way to alter specific personality traits using a spell or some kind of alternate training. I know there are some that can be influenced by trauma, orgasm, etc., but it would be nice to be able to "train" honesty and smartness too, among others.

Posted
6 hours ago, foreveraloneguy said:

 

FYI to anyone reading this, it's still happening in 8.0.1. The issue is that there are a number of presets that have no conditions which triggers the invalid submod warning. It makes me wonder if they were edited in user mode and not in mod author mode. I would also like to know what the conditions in the presets are supposed to be.

Edit: the OAR configs shipped with this mod don't show errors. However, if the configs from this mod are allowed to overwrite the OAR config.json files that ship with DD NG 0.4.x, then you get a bunch of warnings in OAR.

It's just a warning, due to the fact DOM files use dd ng 0.3.

Posted
6 hours ago, Retiens1 said:

I have a strange issue, whenever I try to abduct a slave, it stays on the ground, in the "cower" animation, I can't speak with the slave, can't do anything. It happens most of the time I try to enslave a slave. I have PAH 8.2, HSH 4.1 and the new version of DOM. 

Uses the K key to reset them. Though it sounds like your game is screwed or you forgot to save/reload before first capture.

Posted
2 hours ago, TrollAutokill said:

Uses the K key to reset them. Though it sounds like your game is screwed or you forgot to save/reload before first capture.

 

I'm actually on a new save, I'm installing everything and testing before the real deal! Though I noticed the bug occur even without DOM, with only PAHE. Every NPC I try to enslave stay on the ground, fleeing slowly, without answering. Doing a reset of them via the MCM work... I don't really understand what could be the problem. I'm running Nolvus tho, so it's an enormous modlist. Both DOM and PAH were working on my last install, 2 years ago tho

Posted
1 hour ago, togiro said:

Is it possible for a player to be a slave in the current version of the mod 8.0.1?

It's doable but not possible.

Posted (edited)
10 hours ago, Retiens1 said:

 

I'm actually on a new save, I'm installing everything and testing before the real deal! Though I noticed the bug occur even without DOM, with only PAHE. Every NPC I try to enslave stay on the ground, fleeing slowly, without answering. Doing a reset of them via the MCM work... I don't really understand what could be the problem. I'm running Nolvus tho, so it's an enormous modlist. Both DOM and PAH were working on my last install, 2 years ago tho

Did you save/reload? I had this exact problem many times when trying to capture before save/reload. PAH and a lot of mods (DOM included) rely on the OnLoadGame event to finish iniitialization.

Edited by TrollAutokill
Posted
47 minutes ago, TrollAutokill said:

Did you save/reload? I had this exact problem many times when trying to capture before save/reload. PAH and a lot of mods (DOM included) rely on the OnLoadGame event to finish iniitialization.

I'm fighting for two days, only to make PAHE and DOM works (I always start a new game, and try again, saving and loading before my test always!) 

I probably have a mod interfering, or maybe something more serious on my actual modlist, I'm going to disable half of them in another instance of MO2, finding the culprit slowly but surely :') If I find something really incompatible, I'll post it here

Posted
1 minute ago, Retiens1 said:

I'm fighting for two days, only to make PAHE and DOM works (I always start a new game, and try again, saving and loading before my test always!) 

I probably have a mod interfering, or maybe something more serious on my actual modlist, I'm going to disable half of them in another instance of MO2, finding the culprit slowly but surely :') If I find something really incompatible, I'll post it here

First make a test with the minimal amount of mods. It's in the installation tab of this mod.

Posted
11 hours ago, Retiens1 said:

 

I'm actually on a new save, I'm installing everything and testing before the real deal! Though I noticed the bug occur even without DOM, with only PAHE. Every NPC I try to enslave stay on the ground, fleeing slowly, without answering. Doing a reset of them via the MCM work... I don't really understand what could be the problem. I'm running Nolvus tho, so it's an enormous modlist. Both DOM and PAH were working on my last install, 2 years ago tho

 

Do you use a mod to make the NPCs incapacited before enslaving them?

When I used "Ultimate Paralysis" I had this sort of problem, mainly with uniques.

Posted

I've made some progress. The NPC stays on the ground, but if I spam break-guard them, eventually they answer stop being stuck, both for PAHE and DOM. It's really something that break the "stop being on the ground animation". But with the 4700 mods added by Nolvus... I would probably spend hours finding the one. 

 

I probably can work with that, not ideal, but better than nothing. The both mods seems to be working great apart of that! By the way, thanks for the massive amount of work you pulled, even more for the new update, that's super appreciated!

Posted

When I had a female NPC take a male place in a sexlab scene (with strapon), I would sometimes get DOM notification about receiving or losing valuable items ("eyes lit up" and "looks upset from what you've taken"). This was probably because the Calyps strapon that Sexlab uses is classified as jewelry.

 

I've written a small Skypatcher file that removes the keywords JewelryExpensive, VendorItemJewelry, ArmorJewelry and sets the value of it to 0. 

 

Requires Skypatcher, tested on sexlab 1.6.3, should work the same on sexlab 1.6.6.

Sexlab Calyps Cleaner for DOM.7z

 

If anyone finds a problem while using it, or it doesn't solve the issue, please let me know.

Posted
On 5/27/2026 at 12:35 AM, a_random_user said:

In DOM_Api, there are functions like SetFACET() and SetTraits() which can be used to set new values. I have used this to set up new NPC, they should also work for changing existing values but I've never tested that. So you'll have to experiment a bit.

In DOM_Mind, you can change the PRISM_Smartness variable for much the same effect. Be aware that this has changed between DOM7 and DOM8, so it might be a better idea to use the DOM_API version for compatibility reason.

The DOM_Mind variable name has changed between DOM7 and 8: FACET_Smartness to PRISM_Smartness. 

The DOM_API version is the same but it doesn't work with DOM Actors in DOM7.

 

I updated DOM_API for DOM 8.1.0, it will be available soon.

 

 

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