DonQuiWho Posted June 10 Posted June 10 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
crazymango54 Posted June 11 Posted June 11 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.
sidfu1 Posted June 11 Posted June 11 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.
Ronin_5564 Posted June 11 Posted June 11 (edited) On 5/27/2026 at 1:34 AM, 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. I had the same problem. It seems it has something to do with the bleedout state. I disabled the "NPC Stuck in Bleedout fix" mod in the modlist and now everything woks as expected. Edited June 11 by Ronin_5564 2
Whatevs120 Posted June 11 Posted June 11 On 5/30/2026 at 3:00 AM, Fraying9981 said: yeah i just use AI prompts to have my slaves practice. its faster and even automated because once they did it a couple of times, they get the routine. it's also funny when combined with DOM punishment: the trainer whips the slave, gets excited, fucks them, then resumes whipping them. over time they turn into the sadistic machines DOM is originally aiming for I never used any AI mods. How do you do that and what do you need to make this happen? 1
ScumbagStevey Posted June 11 Posted June 11 Hello I had a couple bugs I wanted to report. First, I'll note that I tested these on a minimal setup with only DoM, Ostim Standalone, Sexlab, and their dependencies. 1. When starting a sex scene with a slave through DoM using Ostim, the slave becomes unresponsive in some ways afterwards. Example: Slave is currently following me. Initiate sex with slave through DoM using Ostim. End sex scene. Slave will not respond to "Wait here" , "Stand Still", or anything under Abuse > Threaten. Starting condition seemed to be irrelevant, as I tried it when the slave started while gagged and bound while kneeling. Pressing K does seem to fix the slave. 2. Playing a female slaver, initiating sex with slave through DoM using Sexlab. If the slave is currently restrained in any way (that I tested) except for simple cuffs, then when initiating sex with them would cause my female character to always take a victim role in aggressive animations where I would expect a femdom animation. As soon as I command the slave to follow me, or unrestrain them, starting a sex scene will play the correct animations. I tried fiddling with the DoM and Sexlab settings, but nothing I changed made a difference. 1
Good Provider Posted June 11 Posted June 11 2 hours ago, Whatevs120 said: I never used any AI mods. How do you do that and what do you need to make this happen? https://github.com/MinLL/SkyrimNet-GamePlugin join the discord https://discord.gg/PUeGrm7a 1
TrollAutokill Posted June 11 Author Posted June 11 3 hours ago, ScumbagStevey said: Hello I had a couple bugs I wanted to report. First, I'll note that I tested these on a minimal setup with only DoM, Ostim Standalone, Sexlab, and their dependencies. 1. When starting a sex scene with a slave through DoM using Ostim, the slave becomes unresponsive in some ways afterwards. Example: Slave is currently following me. Initiate sex with slave through DoM using Ostim. End sex scene. Slave will not respond to "Wait here" , "Stand Still", or anything under Abuse > Threaten. Starting condition seemed to be irrelevant, as I tried it when the slave started while gagged and bound while kneeling. Pressing K does seem to fix the slave. Unfortunately I couldn't make sure the end scene event with OStim is catched correctly. Any input is welcome. 3 hours ago, ScumbagStevey said: 2. Playing a female slaver, initiating sex with slave through DoM using Sexlab. If the slave is currently restrained in any way (that I tested) except for simple cuffs, then when initiating sex with them would cause my female character to always take a victim role in aggressive animations where I would expect a femdom animation. As soon as I command the slave to follow me, or unrestrain them, starting a sex scene will play the correct animations. I tried fiddling with the DoM and Sexlab settings, but nothing I changed made a difference. Do I understand correctly that if not restrained everything goes fine?
EinePerson Posted June 11 Posted June 11 (edited) Hello I really like your mod I have few suggestion however. Would it be possible to add a feature where one can mark an npc for capture whom your npc slavers than try to capture? Similarly it would be nice if one could tell a slaver to capture a new slave independently. For example a new task called "capture slaves" where the slaver leaves the cell the player is currently in and returns a few days later with a generic npc like a bandit. After all why do you have henchmen when you still have to do things like that yourself. Edited June 11 by EinePerson 1
ScumbagStevey Posted June 12 Posted June 12 10 hours ago, TrollAutokill said: Unfortunately I couldn't make sure the end scene event with OStim is catched correctly. Any input is welcome. Do I understand correctly that if not restrained everything goes fine? Yes, this is correct.
TrollAutokill Posted June 12 Author Posted June 12 13 hours ago, EinePerson said: Hello I really like your mod I have few suggestion however. Would it be possible to add a feature where one can mark an npc for capture whom your npc slavers than try to capture? Similarly it would be nice if one could tell a slaver to capture a new slave independently. For example a new task called "capture slaves" where the slaver leaves the cell the player is currently in and returns a few days later with a generic npc like a bandit. After all why do you have henchmen when you still have to do things like that yourself. Yes this is foreseen, and is now possible with DOM8. It's on my to-do list. 1
Fraying9981 Posted June 12 Posted June 12 (edited) 4 hours ago, TrollAutokill said: Yes this is foreseen, and is now possible with DOM8. It's on my to-do list. damn that's amazing! a spell to mark a target. similar to Defeat's choke/silent takedown option? 🙏🏻 or even better: a function with a questID Edited June 12 by Fraying9981
TrollAutokill Posted June 12 Author Posted June 12 54 minutes ago, Fraying9981 said: damn that's amazing! a spell to mark a target. similar to Defeat's choke/silent takedown option? 🙏🏻 or even better: a function with a questID I was thinking a mark target then discussing with a slaver to start the capture quest. Then the slaver would follow the victim until they found a quiet place to abduct, put in a bag and come back to the player or the starting location. 3
Strec2 Posted June 12 Posted June 12 (edited) Hope it's lower priority than gathering resources with slaves, it's far easy to get slaves than resources In my mind, I enslave people to put them at work for me while I train some to sell. Edited June 12 by Strec2 1
Fraying9981 Posted June 12 Posted June 12 2 hours ago, TrollAutokill said: I was thinking a mark target then discussing with a slaver to start the capture quest. Then the slaver would follow the victim until they found a quiet place to abduct, put in a bag and come back to the player or the starting location. that's awesome! 1 hour ago, Strec2 said: Hope it's lower priority than gathering resources with slaves, it's far easy to get slaves than resources In my mind, I enslave people to put them at work for me while I train some to sell. well with the working slave plugin, you should be able to do that soon
Strec2 Posted June 12 Posted June 12 49 minutes ago, Fraying9981 said: that's awesome! well with the working slave plugin, you should be able to do that soon I installed and tested "working slaves", it's a cheat, there is no possible gameplay or roleplay as it is. Skyrim is based on some philosophy which is "repeat this to progress and the more you progress the better are the results" DOM respect this very well but most of the other mods don't, like Aygas or Working Slaves For Working Slaves the dev was aware of this and axposed clearly that the objective was to realize a quick developpement to replace the non-finished part of Aygas permitting to craft of harvest stuff. The objective as volontary limited and well done but the interest of the mod is limited. For Aygas, the mod is not finished and in any case is not if the Skyrim philosophy,, it's pure grind. I have lot of hope on the evolution of Aygas integrated in DOM, even if there is a lot of work to do. What I hope : 1/ A real good pricing of slaves based of slaves attributes* and the possibility of sell your slaves without waiting 15mn watching animations EACH time you want to do sales or bloating an area with slaves when you sell them to NPCs ... * Attributes are evidently sex ablilities but not only. You can easily add a bonus for virginity, for class, Eventualy we could have different towns offer more for certain exotic or enemy races (Solitude could love Nord slaves and Windhelm could love Imperial or Breton ones ...) 2/ A better non sexual use for slaves - mining after some balance could be duplicated to gathering gardens and cutting wood. - slaves trained to be a maid or to fight could be rented to houses owners to be maid or mercenaries with dayly return or money. - other activities like crafting or cooking seems harder to do without falling in cheating cause it would be hard work and hard UI to manage recipes and resources ... Note that it would be wonderful if a slave or slaver was used as a quartermaster getting the stuff produced by workers and optionaly sell them... 3/ A reworking of the Aygas methods permitting to increase 'progress' and 'slavery' forcing the player to sell slaves to NPCs with the side effect of bloating the areas and lowering the scripts speed due to the number of animations after you sold to much slaves in a village. - For 'progress' you could simply take into account all slave sales, to NPCs, to Auctions, to master Derek,... - For 'slavery' it can be more complicated, for example : = you could have a slavery right to buy in each reach main town (or more than one with different levels) = you could have a slave buyer/seller in each main town with 'slavery' expending in village The idea is to base this part of development on dialogs and scripts, quicker to tune compared to animations, as there are far enough animations for now
Fraying9981 Posted June 12 Posted June 12 1 hour ago, Strec2 said: I installed and tested "working slaves", it's a cheat, there is no possible gameplay or roleplay as it is. Skyrim is based on some philosophy which is "repeat this to progress and the more you progress the better are the results" DOM respect this very well but most of the other mods don't, like Aygas or Working Slaves For Working Slaves the dev was aware of this and axposed clearly that the objective was to realize a quick developpement to replace the non-finished part of Aygas permitting to craft of harvest stuff. The objective as volontary limited and well done but the interest of the mod is limited. For Aygas, the mod is not finished and in any case is not if the Skyrim philosophy,, it's pure grind. I have lot of hope on the evolution of Aygas integrated in DOM, even if there is a lot of work to do. What I hope : 1/ A real good pricing of slaves based of slaves attributes* and the possibility of sell your slaves without waiting 15mn watching animations EACH time you want to do sales or bloating an area with slaves when you sell them to NPCs ... * Attributes are evidently sex ablilities but not only. You can easily add a bonus for virginity, for class, Eventualy we could have different towns offer more for certain exotic or enemy races (Solitude could love Nord slaves and Windhelm could love Imperial or Breton ones ...) 2/ A better non sexual use for slaves - mining after some balance could be duplicated to gathering gardens and cutting wood. - slaves trained to be a maid or to fight could be rented to houses owners to be maid or mercenaries with dayly return or money. - other activities like crafting or cooking seems harder to do without falling in cheating cause it would be hard work and hard UI to manage recipes and resources ... Note that it would be wonderful if a slave or slaver was used as a quartermaster getting the stuff produced by workers and optionaly sell them... 3/ A reworking of the Aygas methods permitting to increase 'progress' and 'slavery' forcing the player to sell slaves to NPCs with the side effect of bloating the areas and lowering the scripts speed due to the number of animations after you sold to much slaves in a village. - For 'progress' you could simply take into account all slave sales, to NPCs, to Auctions, to master Derek,... - For 'slavery' it can be more complicated, for example : = you could have a slavery right to buy in each reach main town (or more than one with different levels) = you could have a slave buyer/seller in each main town with 'slavery' expending in village The idea is to base this part of development on dialogs and scripts, quicker to tune compared to animations, as there are far enough animations for now very interesting. thanks for sharing!
yosoycuco Posted June 13 Posted June 13 I have a question ,, every animation to make slave drink potion , or punishment after finishing left my character unresponsive . It's just with that animations ,, everything else is working . In order to recover control I have to use coc to teleport and them recover control . I'm using Pandora and I was wondering is FNIS is need it for this mod. Thanks
Dowser Posted June 13 Posted June 13 Would it be possible to always have some sort of Cancel button on these?
DasKebab Posted June 13 Posted June 13 When I give my trainer freedom, they just instantly disappear for some reason
sidfu1 Posted June 13 Posted June 13 (edited) 32 minutes ago, DasKebab said: When I give my trainer freedom, they just instantly disappear for some reason if they not unique they will disapear i think. this is cause they are based on a npc spawn and when you free them they ahve no wehre to go no life to return to so they removed. Edited June 13 by sidfu1 1
Fraying9981 Posted June 13 Posted June 13 33 minutes ago, DasKebab said: When I give my trainer freedom, they just instantly disappear for some reason Just now, sidfu1 said: if they not unique they will disapear i think. yeah avoid using generics 1
TrollAutokill Posted June 13 Author Posted June 13 (edited) 4 hours ago, Dowser said: Would it be possible to always have some sort of Cancel button on these? There is a cancel perk, first check the MCM menu to make sure it is activated. Then I need to know the context to understand why it's not showing up. Is the actor bleeding out, a prisoner, paralyzed, ... ? Edited June 13 by TrollAutokill
Dowser Posted June 13 Posted June 13 1 hour ago, TrollAutokill said: There is a cancel perk, first check the MCM menu to make sure it is activated. Then I need to know the context to understand why it's not showing up. Is the actor bleeding out, a prisoner, paralyzed, ... ? ah, I didn't realize there might be another perk to add it. feels like something that should be always available. Will try that thx
DasKebab Posted June 13 Posted June 13 6 hours ago, sidfu1 said: if they not unique they will disapear i think. this is cause they are based on a npc spawn and when you free them they ahve no wehre to go no life to return to so they removed. 6 hours ago, Fraying9981 said: yeah avoid using generics I see, thanks for the heads up
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