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Posted
46 minutes ago, DonQuiWho said:

 

OK.  I think I've sussed it

 

The problem related to a DOM slave that I had placed for temp storage on a Display Model 3 device.  On removing her from that, I had FORGOTTEN to select the 'GO AWAY' DM3 dialogue option.  If you don't do that, once taken off a DM3 device, they will follow you round forever, something I had overlooked, not being out of the usual, as I EXPECTED the slave to be following me anyway. 

 

Consequently the slave was still following me around, presumably because its current package, as seen in the Extended Conole - image below - was still the DM3 Follow package, and THAT was what was dragging her round Skyrim, following the player, invisible until moving into High Hrothgar, but on visible arrival still being in the contradictory DOM reporting state of 'Bagged', as per my earlier post

 

So it was entirely my fault, 😒, with 'Schrodinger's Pussy' being truly alive in both states 😽

 

Please DON'T take away the DM3 feature though!  Kalmah's add on mod for DM3 has all sorts of possibilities for machines that could be installed in speedy mass production slave training facilities, something that I was going to suggest much later down the road when you'd got DOM/HSH/AYGAS etc all working happily together ...  😇

 

Hope that helps.  Might be worth a note in the front page - if it's there already, by bad for having missed it

 

DQW

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So how did you remove her from the dm furniture?

Posted
5 hours ago, TrollAutokill said:

So how did you remove her from the dm furniture?

 

Added and removed from the DM3 device In the normal manner, just by using the relevant dialogue option

 

BUT, there is another catch in that you get different 'END' points in the DM3 process when placing and removing a 'Follower' on a DM3 item, from those that apply when placing and removing an NPC

 

The pics show

 

first - Ronja the Red, Follower, DM3 dialogue options after release (same as before assigned to the DM3 device)

 

second - Grelka, Riften stallholder, DM3 dialogue options before placement and after release are different with, after release, the second option now showing 'Go Away'

 

The primary difference in outcome is that an NPC is left with a DM3 Follower Package, and will follow you all round Skyrim until you select the 'Go Away' option from the second DM3 dialogue option.  Once that's done, the 3 DM3 dialogues revert to the starting ones

 

That's what happened with the 'bagged slave' in the posts above.  I had placed them on the DM3 device but FORGOT to tell them to 'Go Away' after release., and then bagged them up and left them secure, or so I thought, except that they were following the palyer round Skyrim on the DM3 package   

 

So bottom line is that any enslaved NPC assigned on to a DM3 device will need to be told, on release, to 'Go Away' so as to avoid the continuous 'follow on'.  Would I be right in presuming that that might also be true if you also enslave a follower, and put them on a DDM3 device for a while, in that DOM will have them treated as if a 'normal' NPC when enslaved?

 

Whatever, sorry for the length, but I hope that that's now clear

 

DQW  

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Posted
1 hour ago, DonQuiWho said:

'Would I be right in presuming that that might also be true if you also enslave a follower, and put them on a DDM3 device for a while, in that DOM will have them treated as if a 'normal' NPC when enslaved?

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.

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

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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. 

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