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Posted

Interestingly neough, I started a new game and the Info option (what kind of slave are you) still only list dirtyness. At elast training seems to be working again and I can still see the relevant info with the a spell or DOM MCM menu (which is quickest and best way anyway)

Posted

Another question - In enslavement/Capture option I see the "Clone non-unique NPC's" as an option but it's always on and cannot be turned off?

I'd rather just capture the exisitng NPC bandit than clone it - it tends to double their inventory (and also kills the baby if pregnant).

Posted (edited)
1 hour ago, Soronarr said:

Another question - In enslavement/Capture option I see the "Clone non-unique NPC's" as an option but it's always on and cannot be turned off?

I'd rather just capture the exisitng NPC bandit than clone it - it tends to double their inventory (and also kills the baby if pregnant).

This is on purpose. There should an information note below if you hover the mouse over it.

 

Spawned characters can not be taken with you, because they are registered by the game engine as to be deleted after the player leaves the current location.

 

Spawned characters need to be cloned, there is no way around it. There might be hope for the baby though. Which mod are you using for pregnancy?

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

My guess is that's just a way for dm3 to turn any NPC into a follower, so you can put them in another furniture later and somewhere else. It doesn't apply to normal followers.

 

You know, I've used DM3 for years and years and never, ever, seen the simplicity of that as a placement methodology.  Seriously, you've just made my day.

 

And, FWIW, at some point, I do hope that some clever person - any takers out there? - may even find a way of adding to DOM slaves' training stats, by using prj's add-on fully animated DM3 furniture devices mod for continuous enhanced training - two are shown in the sample pictures below (I've seen pics of players having set up banks of these, and his other similar devices, so there's scope there to use those for 'mass production training' of anal, oral, and vaginal sex stats, individually or all at once 🙂

 

Or maybe, of course,  just as something for Embry to use, as he can sit back of an evening and admire his slave Camilla strapped to one, still being able to be kept happy even after she's worn him out from providing her with a hard day's entertainment. 😉

 

(PS:  All the horrible double entendres are intentional)

 

Thanks again, though, for all the hard work.  This mod is exceptional in what it does, and I'm sure will go on to do even better things with it

 

(PPS:  I'm still trying to work out why ZAZ and DD items seem to clash when in use together.  It's probably down to my settings being agley somewhere, but if I really end up struggling with these, I'll come back to you, or others here, for some help about that, when you might have a bit more time after current main development work)

 

DQW

SkyrimSE 2026-06-09 14-10-45-59.jpg

SkyrimSE 2026-06-09 14-07-34-65.jpg

Edited by DonQuiWho
Posted (edited)

Using Ferility Reloaded.

Good to know how it works, thanks

 

EDIT: DM3? What mod is that?

Edited by Soronarr
Posted
2 hours ago, Soronarr said:

Using Ferility Reloaded.

Good to know how it works, thanks

 

EDIT: DM3? What mod is that?

 

There are also 2 addons to DM3.  Both are fully functionally animated where appropriate.  The items cannot be crafted and have to be acquired using a mod like additemmenu or just straight from the console.   The mods are linked to below.  My 2 screenshots above use items from the prj Furniture Pack

 

As I said, if anyone knows how to mod DOM slaves use of these to add to DOM's training stats, it would make for quite a bit more fun to using DOM. 

 

Hope that helps

 

DQW

 

 

 

Posted (edited)
5 hours ago, DonQuiWho said:

when you might have a bit more time after current main development work

I am still correcting bugs in AYGAS/HSH and DOM while updating the pah slave cart from @Musje. It's like every other mod I try, reveals its own set of bugs in my code.

 

But atm I am having fun driving my cart full of 5 slaves on Skyrim bumpy roads.

Edited by TrollAutokill
Posted
1 hour ago, DonQuiWho said:

 

There are also 2 addons to DM3.  Both are fully functionally animated where appropriate.  The items cannot be crafted and have to be acquired using a mod like additemmenu or just straight from the console.   The mods are linked to below.  My 2 screenshots above use items from the prj Furniture Pack

 

As I said, if anyone knows how to mod DOM slaves use of these to add to DOM's training stats, it would make for quite a bit more fun to using DOM. 

 

Hope that helps

 

DQW

 

 

 

did you check how HSH does it? not only does HSH able to use most dm3 things for training the trainer for it wil auto use them to train slaves.

Posted
2 hours ago, TrollAutokill said:

I am still correcting bugs in AYGAS/HSH and DOM while update the pah slave cart from @Musje. It's like every other mod I try reveals its own set of bugs in my code.

 

But atm I am having driving my cart full of 5 slaves on Skyrim bumpy roads.

 

Yay!  Oddly enough, I always found the cart to be stable enough to drive around, despite the naysayers.  But if, as I did, you learned to drive with a proper clutch and gearstick, winter induced potholes and roundabouts, maybe that helps 😜.   (FWIW, at >55 years driving such, I found that I'm bloody dangerous behind the wheel of an automatic.  Doing the equivalent of a hard emergency stop when trying to change up from 1st to 2nd is VERY sobering)

 

But, to get back to DOM etc, to max out the time I have available to actually play, I tend to call tha cart to where I am, fill it up, and then call it to my desired destination, and unload it there.  The game's a fiction anyway, and it can easily survive that sort of 'manipulated storage and movement'

 

But, I suppose if being an UBER slave transporter appeals to you, go for it!   LOL!  🙂

 

DQW

 

  

Posted
1 hour ago, sidfu1 said:

did you check how HSH does it? not only does HSH able to use most dm3 things for training the trainer for it wil auto use them to train slaves.

 

Now, that makes all the angst of being worried about posting nonsense rapidly go away!!  

 

That I didn't know!  So TYVM indeed! 

 

Does that work with the PRJ addons too?  And do the (presumably) increased slave stats t/f to DOM too?   If so, that's Lovely Jubbly! 

 

I forsee DQW's SLave Trading Emporium buying up so many of those devices that he'll corner the market 😉

 

DQW   

 

  

Posted
17 hours ago, Soronarr said:

I'd rather just capture the exisitng NPC bandit than clone it - it tends to double their inventory (and also kills the baby if pregnant).

@TrollAutokill Is there any way around the double inventory part he's mentioning? I have the same thing where a cloned capture gets exactly one extra set of weapons and one extra set of armor. I assume it has something to do with the outfit system, but does that make sense for weapons too?

Posted
23 minutes ago, crazymango54 said:

@TrollAutokill Is there any way around the double inventory part he's mentioning? I have the same thing where a cloned capture gets exactly one extra set of weapons and one extra set of armor. I assume it has something to do with the outfit system, but does that make sense for weapons too?

Is it the same armor and weapon? Or a different set?

Posted
On 4/21/2026 at 10:43 AM, TrollAutokill said:

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."

If you have Acheron installed, this is likely NOT due to the Paired Animation bug mentioned.  The author of Acheron created their own animation and overwrote pa_huga.hkx, which is the vanilla hug animation.  In the Acheron mod, this is the kill move from Hunter's Pride.  Acheron NG doesn't use the kill move in the script, but the animation is still in the original Acheron mod folder.  If you're using Acheron NG, you should be able to delete the animation that is found  at "meshes\actors\character\animations\OpenAnimationReplacer\Acheron Killmove\KM\pa_huga.hkx"

Posted
7 hours ago, DonQuiWho said:

 

Now, that makes all the angst of being worried about posting nonsense rapidly go away!!  

 

That I didn't know!  So TYVM indeed! 

 

Does that work with the PRJ addons too?  And do the (presumably) increased slave stats t/f to DOM too?   If so, that's Lovely Jubbly! 

 

I forsee DQW's SLave Trading Emporium buying up so many of those devices that he'll corner the market 😉

 

DQW   

 

  

it should work but you need to mdofy the HSH script. it has specefic set funiture in it.  the file is phhshdisplaymodel. long as any display model funtiture uses the default mods way to enter and exit it shodl work with HSH once you modify that script.

Posted
4 hours ago, TrollAutokill said:

Is it the same armor and weapon? Or a different set?

It's sometimes the same but sometimes different, it looks like it just gives them one random roll of whatever their possible armor/weapons could be. A thalmor soldier basically always gets elven armor again but a bandit usually gets a different fur armor and/or shoes. Weapons are usually different because of the variety I assume.

Posted
1 hour ago, crazymango54 said:

It's sometimes the same but sometimes different, it looks like it just gives them one random roll of whatever their possible armor/weapons could be. A thalmor soldier basically always gets elven armor again but a bandit usually gets a different fur armor and/or shoes. Weapons are usually different because of the variety I assume.

Yes, that's because you have bandits with randomized items (not only in the outfit). When they get cloned they pass their old inventory to the new clone and if it's different they keep both. This is to avoid actors changing their clothes at capture. But I can add a toggle to not check inventory consistency. 

Posted
9 hours ago, TrollAutokill said:

Is it the same armor and weapon? Or a different set?

 

Someones one, sometimes other.

 

Especially commo nwhen you transer slaves and sell them. they tend to have a lot of stuff in the inventory.

 

I find that turning off the "re-quips non-uniuqe slave on release" helps

Posted

Anybody else having issues with slaves not speaking any of the idle dialogue/comments. Last save on DOM 7.12.5 I had no issues with this, but a new save with 7.12.12 and no real changes to my load order and now I'm no longer getting them to comment. They give answers when talked to but no idle dialogue. 

Posted
9 hours ago, sidfu1 said:

it should work but you need to mdofy the HSH script. it has specefic set funiture in it.  the file is phhshdisplaymodel. long as any display model funtiture uses the default mods way to enter and exit it shodl work with HSH once you modify that script.

 

Thanks!  That may be beyond my flat zero skill level, but I'll certainly have a look!

 

DQW

Posted
19 hours ago, TrollAutokill said:

Yes, that's because you have bandits with randomized items (not only in the outfit). When they get cloned they pass their old inventory to the new clone and if it's different they keep both. This is to avoid actors changing their clothes at capture. But I can add a toggle to not check inventory consistency. 

Right, makes sense, but they usually end up changing their clothes anyway because a lot of the time they equip the new stuff. I also tested with a vanilla load order and the same thing happened. Having randomized items definitely makes it worse, but it seems to happen either way, weapons or armor or both.

 

I also tested with PAHE enslavement instead and it didn't happen there, not sure if that's helpful at all.

 

I will say that even when they get the same outfit they do end up with two copies of it in their inventory, and the same is true with weapons. They get a new set, so a warrior gets another melee and an archer gets another bow and another dagger. It's always precisely one set of everything. 

Posted
3 hours ago, crazymango54 said:

Right, makes sense, but they usually end up changing their clothes anyway because a lot of the time they equip the new stuff. I also tested with a vanilla load order and the same thing happened. Having randomized items definitely makes it worse, but it seems to happen either way, weapons or armor or both.

 

I also tested with PAHE enslavement instead and it didn't happen there, not sure if that's helpful at all.

 

I will say that even when they get the same outfit they do end up with two copies of it in their inventory, and the same is true with weapons. They get a new set, so a warrior gets another melee and an archer gets another bow and another dagger. It's always precisely one set of everything. 

if your enslaving none unqiues that is to progect the orginal template from getting their outfit striped. thre not much can be did if you still want them to have their inventory items.. it isnt realy a bug but more of  them getting the orignal bandits  items AND getting their own  set. since they a not unique when you kill them they are dead gone to the world they are temp npc. so when they are cloned they a whole new npc. they just have the looks of the orginal.

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