TrollAutokill Posted July 23 Author Posted July 23 (edited) 1 hour ago, DasKebab said: Having issue with DOM actors sandboxing, or lack of it to be precise. Even after I set the DOM actor to wait and selected the FAR option, they still just stand where I last told them to wait, they might move a bit but very close to where their origin Could be a problem with the package. Try to tell them to wander "close". EDIT: I checked and the DOMWaitMode faction should be set to 4 or 5 with the option FAR and VERY FAR respectively. That's 64 and 128 meters of wandering radius. Edited July 23 by TrollAutokill
zelurker Posted July 23 Posted July 23 1 hour ago, TrollAutokill said: I will try to reproduce. Do you by chance have a papyrus log of this event? Err no, I can give you a papyrus log of what happens when I load the save, but that's all.
TrollAutokill Posted July 23 Author Posted July 23 (edited) 55 minutes ago, zelurker said: Err no, I can give you a papyrus log of what happens when I load the save, but that's all. Ok do that. Also do you get a CTD or does it say the game is corrupted? Edited July 23 by TrollAutokill
MastersXI Posted July 23 Posted July 23 On 7/21/2026 at 3:12 PM, TrollAutokill said: Which version of DOM? Is that a unique NPC you're punishing and which one exactly? DOM version 8.3.1 and for NPC one is from a mod in nexus called Populated Lands Road Paths and the Other one is Kimli who is from the DOM mod itself I believe. I haven't tried on anyone else yet.
Strec2 Posted July 23 Posted July 23 5 hours ago, TrollAutokill said: Not yet. You can tell them to sandbox, they might work the farm or cook if they are near the corresponding markers, but they won't produce anything at the moment. In the wheel menu task option there should an option to cook or forage, but it's just sandboxing for now. Actually anything else than mining and chopping wood might default to chopping wood. Did not see in the version notes, did you already balanced the results of mining or is it planned later?
TrollAutokill Posted July 23 Author Posted July 23 1 hour ago, MastersXI said: DOM version 8.3.1 and for NPC one is from a mod in nexus called Populated Lands Road Paths and the Other one is Kimli who is from the DOM mod itself I believe. I haven't tried on anyone else yet. What were you punishing with? The whip? And where? In Whiterun?
TrollAutokill Posted July 23 Author Posted July 23 13 minutes ago, Strec2 said: Did not see in the version notes, did you already balanced the results of mining or is it planned later? Not yet. I will add a slider so you can tune it.
zelurker Posted July 23 Posted July 23 3 hours ago, TrollAutokill said: Ok do that. Also do you get a CTD or does it say the game is corrupted? Well a miracle happened! I didn't know that enabling papyrus logs could get me out of this trouble! With the logs enabled, I still got 2 notifications from DOM when loading the save, but after that things settled down, and no crash (which was of course a CTD). Well I really didn't expect to be able to use this save again. Everything is back to normal, I'll just disable papyrus logs because it will make super big logs, and I'll try to be more cautious from now on... ! I call that a miracle because before that without the logs, the save crashed in a matter of seconds, I tested it twice. Anyway it's a happy end then... !
TrollAutokill Posted July 23 Author Posted July 23 55 minutes ago, zelurker said: Well a miracle happened! I didn't know that enabling papyrus logs could get me out of this trouble! With the logs enabled, I still got 2 notifications from DOM when loading the save, but after that things settled down, and no crash (which was of course a CTD). Well I really didn't expect to be able to use this save again. Everything is back to normal, I'll just disable papyrus logs because it will make super big logs, and I'll try to be more cautious from now on... ! I call that a miracle because before that without the logs, the save crashed in a matter of seconds, I tested it twice. Anyway it's a happy end then... ! Usually a CTD is not related to scripts or plugins (most mods) but rather to animations and meshes errors (like an actor disappearing in a middle of a scene). Turning on the logs slows down Papyrus and can give some time for the engine to release a bad mesh/animation before it is used. I guess that's what happened for you.
kohlteth Posted July 24 Posted July 24 Asking here since you updated HSH and Aygas. Is there anyway that the slave you sell at Fellglow Camp, instead of either sitting there or being erased from the world, that they could be sent to AYGAS to "join the world" so to speak, like sold randomly to NPC like the others in AYGAS get sold on and on between NPC ?
TrollAutokill Posted July 24 Author Posted July 24 8 hours ago, kohlteth said: Asking here since you updated HSH and Aygas. Is there anyway that the slave you sell at Fellglow Camp, instead of either sitting there or being erased from the world, that they could be sent to AYGAS to "join the world" so to speak, like sold randomly to NPC like the others in AYGAS get sold on and on between NPC ? I'll put that on my list. But it will only work in connection with AYGAS.
MastersXI Posted July 24 Posted July 24 (edited) 22 hours ago, TrollAutokill said: What were you punishing with? The whip? And where? In Whiterun? Yes Whiterun! And I was not using any whip it was an animation of spanking that started as Punishment for not obeying a comand I think. Oh and the Other NPC was set to "fight for me" So I was not the one got in combat 1st but she did and started atacking the guard the moment my animation started playing and then I got in combat as well. Edited July 24 by MastersXI
TrollAutokill Posted July 24 Author Posted July 24 (edited) 12 hours ago, MastersXI said: Yes Whiterun! And I was not using any whip it was an animation of spanking that started as Punishment for not obeying a comand I think. Oh and the Other NPC was set to "fight for me" So I was not the one got in combat 1st but she did and started atacking the guard the moment my animation started playing and then I got in combat as well. So she tried to rebel. Turn it off in the MCM if you prefer. You can even keep rebellion on but turn off the alarm so her fellow citizens will not run to help. Edited July 25 by TrollAutokill
lupursu Posted July 25 Posted July 25 (edited) I have two questions about the mod, please: 1) I am on an old version (7.10 I think) because it works well and it was hard for me to make it work so I prefer not to risk losing this version that works (I have 300+ mods, and PAHE, DOM, AYGAS and they all work well). Am I missing new dialogue content for not updating to 8.x.x versions? I'm quite satisfied with the functionality of 7.10 already, but if 8.x.x added new spoken dialogue lines for the slaves that would be a big incentive for me to update. 2) Is there a way for a regular user like me to alter the slaves' dialogue content? I don't know how mods are made, if the text lines and the corresponding voice files are together or separate, etc. I would like to know if there is an easy way, maybe similar to how I can alter the slaves personality attributes in the json, could I access and delete a specific text line from the mod files? For instance, the 'you remind me of my neighbour's dog', I would prefer nobody to say that line ever again, no matter how angry they are, but I don't want to mute them or alter their overall verbosity, just to delete some specific lines so the slave doesn't pick them. Thank you! Edited July 25 by lupursu
zelurker Posted July 25 Posted July 25 I tried your update for HSH (home sweet home), a nice addition would be to be able to abduct Merian 1st, and talk later. Because in most cases she goes down too fast, and if she is knocked down, she won't talk, even with defeat enabled she won't talk, which makes advancing the quest at this point quite difficult, it's been like that for very long, the original mod advises to do a few tries until you succeed to talk to her ! So if she could still be talked to after her capture it would make all this much easier!
TrollAutokill Posted July 25 Author Posted July 25 38 minutes ago, zelurker said: I tried your update for HSH (home sweet home), a nice addition would be to be able to abduct Merian 1st, and talk later. Because in most cases she goes down too fast, and if she is knocked down, she won't talk, even with defeat enabled she won't talk, which makes advancing the quest at this point quite difficult, it's been like that for very long, the original mod advises to do a few tries until you succeed to talk to her ! So if she could still be talked to after her capture it would make all this much easier! I did add a dialogue to talk to her after capture. Something about "that will teach you".
TrollAutokill Posted July 25 Author Posted July 25 1 hour ago, lupursu said: I have two questions about the mod, please: 1) I am on an old version (7.10 I think) because it works well and it was hard for me to make it work so I prefer not to risk losing this version that works (I have 300+ mods, and PAHE, DOM, AYGAS and they all work well). Am I missing new dialogue content for not updating to 8.x.x versions? I'm quite satisfied with the functionality of 7.10 already, but if 8.x.x added new spoken dialogue lines for the slaves that would be a big incentive for me to update. Not more dialogues for the moment. Just better stability and polishing. 1 hour ago, lupursu said: 2) Is there a way for a regular user like me to alter the slaves' dialogue content? I don't know how mods are made, if the text lines and the corresponding voice files are together or separate, etc. I would like to know if there is an easy way, maybe similar to how I can alter the slaves personality attributes in the json, could I access and delete a specific text line from the mod files? For instance, the 'you remind me of my neighbour's dog', I would prefer nobody to say that line ever again, no matter how angry they are, but I don't want to mute them or alter their overall verbosity, just to delete some specific lines so the slave doesn't pick them. Thank you! You can tell them to be silent until they are properly trained. SKyrim dialogues are hardcoded in the plugins. You could change the lines you don't like with SSEEdit but that won't change the sound file. To change the sound file you need to generate a new with xVASynth. As for new lines, you are more than welcome to make suggestions. I prefer if they are given with a context (negative answer to an order, random comment, ...) and personality type (in terms of HEXACO traits and prisms). 1
DonQuiWho Posted July 25 Posted July 25 1 hour ago, zelurker said: I tried your update for HSH (home sweet home), a nice addition would be to be able to abduct Merian 1st, and talk later. Because in most cases she goes down too fast, and if she is knocked down, she won't talk, even with defeat enabled she won't talk, which makes advancing the quest at this point quite difficult, it's been like that for very long, the original mod advises to do a few tries until you succeed to talk to her ! So if she could still be talked to after her capture it would make all this much easier! Did you go through the whole 'take the bad people to the mines' quest and get it to work? I've just done every last step of it that I can find and it won;'t complete - see the HSH thread. Have you any idea from my sequencing/data/etc what I might have done wrong? This is the third time I have worked through it on three updates, incl the latest, with the same incomplete outcome each time 😂 DQW
zelurker Posted July 25 Posted July 25 1 hour ago, TrollAutokill said: I did add a dialogue to talk to her after capture. Something about "that will teach you". Well in my 1st attempt I captured her since that was the only option after the fight, I assumed she would get more dialog options during the training, but she didn't. Never saw this "that will teach you". So after a while I decided it was too risky to continue and I went back to redo the fight scene... Well after looking a little at the quest, you can do that manually with the console, when she goes down in knocked down state just do a: setstage pahocatchmorecriminals 12 At this point Merian can be talked to, she gets the topic "had enough?", where you can decide to help her or to enslave her, and apparently you can also help her 1st and then enslave her when her sister is found. If you have defeat you can just tie her up to do the talking at once, otherwise just wait for her to get out of her knocked down state, normally you should be able to talk to her without her being aggressive.
zelurker Posted July 25 Posted July 25 7 minutes ago, DonQuiWho said: Did you go through the whole 'take the bad people to the mines' quest and get it to work? I've just done every last step of it that I can find and it won;'t complete - see the HSH thread. Have you any idea from my sequencing/data/etc what I might have done wrong? This is the third time I have worked through it on three updates, incl the latest, with the same incomplete outcome each time 😂 DQW No just the initial capture to start the thing, but not the 3 more. They are just here to keep you busy while Merian finds you so you should be able to ignore them completely and do your stuff.
DonQuiWho Posted July 25 Posted July 25 1 hour ago, zelurker said: No just the initial capture to start the thing, but not the 3 more. They are just here to keep you busy while Merian finds you so you should be able to ignore them completely and do your stuff. Thanks for the VERY prompt reply! But seriously!? 😯 The end of that 'Learning the Ropes' quest happens when Merian finds the player? And the player doesn't have to do anything more than pony up, maybe, three miscreants to a mine overseer? The bumps on my forehead have just doubled in size and I need a new keyboard .... But if that's right, you might have saved a lot of others a great deal of unnecessary pain. So thanks again DQW 😏
TrollAutokill Posted July 25 Author Posted July 25 (edited) Version 8.4.1b is out. New in version 8.4.1b: Working slaves can now harvest (Skyrim tree=farm plants) or forage (Skyrim flora=wild plants, eggs and mushrooms). They will harvest any tree or forage any flora they found around them. Even the ones owned by NPC farmers. Working slaves can be assigned a wandering distance, same as sandboxing. Added an option to transfer all PAH slaves to DOM, equip a magic collar and count them as new capture. This is for old games transfer from PAH to DOM. Excluded 1 GSPose from idle candidates: The one with the big coffin... This is the first one I remove, please report any weird pose to be excluded. New in version 8.4.1a: More Zaz animations are included in DOM for those who prefer a lighter install without Zaz. Do not forget to praise the original authors for those. Fixed DOM_Sexlab only launching scene if all actors were DOM Actors (slaves, slavers and player). It should now also work with NPC, HSH and AYGAS slaves. Fixed Player being identified as a love rival by some slavers (press 'K' key on affected slaves to fix them). Fixed on_duty slaves (controlled by another mod) being tied-up or restrained by DOM group orders. So slaves in cart do not accidentally detach from carts anymore. On duty slaves are added to AygasIgnore faction and can not be sold. Slaves in cart are not affected by this and should appear in the list of slaves for sell. Edited July 25 by TrollAutokill 2
Strec2 Posted July 25 Posted July 25 (edited) In 8.4.1b do you speak of DOM slaves assigned to work or of NS Working Slaves? Edited July 25 by Strec2
TrollAutokill Posted July 25 Author Posted July 25 37 minutes ago, Strec2 said: In 8.4.1b do you speak of DOM slaves assigned to work or of NS Working Slaves? DOM as per the thread. 1
DonQuiWho Posted July 25 Posted July 25 (edited) Can anyone help with a quick query please? How do these 'Prisoner's Cuffs' and this 'Armbinder', both of which seem to be ZAZ models, get applied to a DOM slave, in particular its hands? I have had slaves wearing DDNG's Steel Manacles, or the DDNG Armbinder, and suddenly have those replaced on the DOM slaves 'Hands' without me doing something to make that replacement happen. The cuffs also seem to be able to move from 'behind back' to 'in front' when it suits them .... The original set up, and what it was changed to, are shown in the console screen images below This time, it doesn't seem to be a DDNG Device Hider Issue, as the items are forced on to different slots from those used by DDNG and I can't get the Hider to override them - although if anyone has been able to do that, please let me know what I've missed! So, this 'override' seems to happen all on its own, uncommanded by the player, and I can work out neither why that is so, nor what I need to do to ensure that it is me controlling the worn items, not the mod settings. One of the weird things was that I had the slave standing outside Stonehills mine in my restraint choice, sold two others with the same restraint set up in the mine, and when I came out, the slave outside had been changed to wear the to which the Needless to say I want to stop this, as both DDNG's superior visuals and functionality are lost - in particular that ZAZ armbinder has been around since I started playing this 13 years ago and it is so far past its sell by date, all stocks should by now be being chewed through by the moths at the back of Belethor's store. Any help would be welcome, particularly if there are DOM MCM settings that would stop this ------------------------- This is what I had them wearing ie DDs ...and this was what DOM did - adding Prisoner Cuffs or DOM adding an Armbinder Forget any images below this. Can't work out how to delete them without screwing up the rest! Edited July 25 by DonQuiWho
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now