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Posted

In all my games the 7th slaver I recruit cause problems. After the message '... is following you' it stay in place and never folllow even after a new 'stand + follow', put in bag and retrieve, 'K' key to reset it, nothing works, it stay in place...

 

If I remember well the arrays of aliases where noit in code before FO4 so I suppose that one of the aliases you use for slavers is screwed.

 

The problem is systematically on the 7th NPC you recruit, the next ones works normally.

 

Note : I use DOM 7 for now.

Posted (edited)
On 7/29/2026 at 12:28 PM, DasKebab said:

Any way to remove DOM package from characters?

Was using this thing when I noticed that the spawned character ALSO uses the same package for the default NPC it's based on, eg Karliah also have the same DOM package as a bandit that was using her face, which I enslaved.

Unfortunately I noticed it far too late in the game, atm the only one that cause a slight inconvenience for me is Brelyna, even after doing her quest, cant get her as a follower anymore

 

That 'thing', and these, can really screw up your game.  I just lost about 10 days gameplay because of the way they copy over not only appearances to the new NPCs they create but also quest info, so that the game's own NPC doesn't necessarily own/run/manage to main game quest 

 

See my comment here as to what I mean.  I WAS being far more polite than I felt like being at the time. 

 

Wouldn't touch them with a bargepole for a serious game in which i intended to follow the game's questlines properly

 

https://www.nexusmods.com/skyrimspecialedition/mods/124975?tab=posts

 

Hope that helps

 

DQW

Edited by DonQuiWho
Posted
On 7/29/2026 at 12:41 AM, fred200 said:

My Sorena hit 70 submission today. About your attitude opened up. Call me Master. Listen - I told you to call me Master. I want you to be my slave opened up.

Make sure you had tied her up - and put her in a bag. - at some point. Affinity 4. 4 flatters, 4 humiliates. She falls under your charm. Sorena responds just like any other NPC.

 

 

Still not working. Getting very annoying that I've got way more than this according to the info dialogue but these options are not opening up.

Posted
On 7/28/2026 at 2:28 AM, TrollAutokill said:

A papyrus log can help. It sounds like the mod fails to start, probably because another mod is failing and screwing papyrus.

I figured out how to get a papyrus log and put it on pastebin. Would it be okay to send you that link?

Posted
7 hours ago, DonQuiWho said:

 

That 'thing', and these, can really screw up your game.  I just lost about 10 days gameplay because of the way they copy over not only appearances to the new NPCs they create but also quest info, so that the game's own NPC doesn't necessarily own/run/manage to main game quest 

 

See my comment here as to what I mean.  I WAS being far more polite than I felt like being at the time. 

 

Wouldn't touch them with a bargepole for a serious game in which i intended to follow the game's questlines properly

 

https://www.nexusmods.com/skyrimspecialedition/mods/124975?tab=posts

 

Hope that helps

 

DQW

 

Unfortunate for you lmao. At least in my case, I could fix Brelyna with console commands. Another character that was affected was Karita and Eola but I don't really care about them, good thing I noticed it before enslaving important NPCs

Posted
1 hour ago, roldoi1911 said:

Would it be possible to add compatibility with fertility mode reloaded to have slave react to being pregnant?

I will look into that same for the other FM. But for the moment FMR doesn't seem to be compatible with Bloodline, so I didn't try it.

Posted

Is there a trick that lets me get dead slaves off my list?  Or even ones that just won't leave.  I had a couple that wouldn't respond to being freed or transferred, so I killed them, but they're still in the list.

Posted
47 minutes ago, chasm said:

Is there a trick that lets me get dead slaves off my list?  Or even ones that just won't leave.  I had a couple that wouldn't respond to being freed or transferred, so I killed them, but they're still in the list.

Turn on check actors at load game in the MCM debug tab. Save reload.

Posted
30 minutes ago, DonQuiWho said:

Sorry if I asked my questions about leashes & DOM on the wrong (Leashes Mod) forum!  Catching up even after a couple of days away these days is hard!

 

DQW

I tried to keep my answer generic on the Leash Framework thread.

 

The original question was about how to get the Leash Framework collar recognized as a slave collar by other mods. The answer was to add a slave collar keyword to it.

 

DOM for instance recognize any collar as slave collar if they have a DOM, PAH, ZAZ or DD collar keyword.

Posted
7 hours ago, TrollAutokill said:

Coming soon.

 

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Awesome, can't wait. The framework comes with a "Body Rope" item that's basically a leash tied around the waist, would you consider adding a wheel menu item for that as well please? :) 

Posted
3 hours ago, TrollAutokill said:

Turn on check actors at load game in the MCM debug tab. Save reload.

Cool.  I did that before I closed out earlier.  So I'll see if it worked when I start up later.  Thanks

Posted
8 hours ago, chasm said:

Cool.  I did that before I closed out earlier.  So I'll see if it worked when I start up later.  Thanks

If it doesn't I will add a special check for dead or disabled actors.

Posted
17 hours ago, TrollAutokill said:

 A bit of extra training from wearing a collar, a leash and when trying to escape.

 

Will this DOM leash framework implementation support the original PAH 'leash to' concept, where you could set an 'anchor' related to a collar and the NPC wearing the anchor could not move more than a certain distance from it?  

 

Just think of the levels of a 'frustration' perk training that you could achieve by having two (or more) slaves almost within touching distance of each other but unable to reach one another to satisfy their lustful attraction(s) ...

 

And having such an instant 'wait there' capability to use, the idea of creating an 'avenue of slaves' leading from, say, Whiterun's Gate to Dragonsreach's door, might no longer be a pipe dream...... 

 

😉

 

DQW 

Posted
1 hour ago, DonQuiWho said:

 

Will this DOM leash framework implementation support the original PAH 'leash to' concept, where you could set an 'anchor' related to a collar and the NPC wearing the anchor could not move more than a certain distance from it?  

 

Just think of the levels of a 'frustration' perk training that you could achieve by having two (or more) slaves almost within touching distance of each other but unable to reach one another to satisfy their lustful attraction(s) ...

 

And having such an instant 'wait there' capability to use, the idea of creating an 'avenue of slaves' leading from, say, Whiterun's Gate to Dragonsreach's door, might no longer be a pipe dream...... 

 

😉

 

DQW 

No need for the PAH leash concept. The Leash Framework does almost everything for you. DOM will just take care of the slave's frustration.

Posted (edited)
On 7/29/2026 at 10:11 PM, TrollAutokill said:

If you use them you need to first update DOM, and then HSH, Aygas and PAH Slave Cart with their own installer (check my mod list for the updated versions!). Other useless options have been removed, the ones left are the important ones. Don't forget to run Pandora.

 

If you can't start the game, what's the message?

 

Updated all 3 mods... still crash:

 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6AFCE8CFF SkyrimSE.exe+0C28CFF    cmp qword ptr [r14+rax*8+0x10], 0x00
Exception Flags: 0x00000000 (Continuable)
Number of Parameters: 2
Exception Thread ID: 10212
Access Violation: Tried to read memory at 0x0196CEFE21C8
ACCESS VIOLATION ANALYSIS:
    Instruction: cmp qword ptr [r14+rax*8+0x10], 0x00
    Memory Operand: [base=r14, index=rax, scale=8, disp=+0x10]
    Base Register: r14 = 0x000001875DE44E50
    Index Register: rax = 0x00000001EE233A6D
    Computed Address: 0x00000196CEFE21C8

POSSIBLE RELEVANT OBJECTS:
    RSP+40: (`anonymous namespace'::iStateTaggingFunctor*)
    RSP+68: (hkbBehaviorGraph*) "0_Master.hkb"
    RSP+108: (bhkThreadMemorySource*)
    RSP+180: (hkbBehaviorGraph::GlobalTransitionData*)
    RSP+210: (ScrapHeap*)
    RSP+230: (hkbCharacter*)
    RSP+518: (hkbCharacterStringData*)
    RSP+578: (hkbCharacter*)
    RSP+580: (hkbProjectData*)
    RSP+598: (BShkbHkxDB::ProjectDBData*)
    RSP+778: (hkThreadMemory*)
    RSP+870: (hkbBehaviorGraphData*)
    RSP+928: (hkbSymbolIdMap*)
    RSP+930: (hkbSymbolIdMap*)
    RSP+938: (hkbCharacterSetup*)
    RSP+960: (BShkbAnimationGraph*)
    RSP+9B8: (NiNode*) "NPC Genitals05 [Gen05]"
    RSP+A08: (NiNode*) "NPC L UpperarmTwist2 [LUt2]"
    RSP+A38: (NiNode*) "CME Genitals04 [Gen04]"
    RSP+A78: (NiNode*) "NPC Genitals04 [Gen04]"
    RSP+AC8: (NiNode*) "CME L UpperArm [LUar]"
    RSP+BC0: (hkbRagdollDriver*)
    RSP+BD0: (hkbFootIkDriver*)
    RSP+BD8: (hkbHandIkDriver*)
    RSP+C78: (NiNode*) "CME L Clavicle [LClv]"
    RSP+CB8: (NiNode*) "NPC L Clavicle [LClv]"
    RSP+CF8: (NiNode*) "CME L Shoulder"
    RSP+D48: (NiNode*) "NPC Spine1 [Spn1]"
    RSP+D78: (NiNode*) "NPC Spine2 [Spn2]"
    RSP+E28: (MemoryHeap*)
    RSP+E98: (Character*) [0xFF0010BE]
    RSP+F68: (BSFadeNode*) "skeleton.nif"
    RSP+FB0: (Character*) [0xFF0010BE]

DoM_update2.JPG

 

 

EDIT: Something sem wrong/corrupted on my end. Ignore his for now.

Edited by Soronarr
Posted
36 minutes ago, Soronarr said:

 

Updated all 3 mods... still crash:

 

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6AFCE8CFF SkyrimSE.exe+0C28CFF    cmp qword ptr [r14+rax*8+0x10], 0x00
Exception Flags: 0x00000000 (Continuable)
Number of Parameters: 2
Exception Thread ID: 10212
Access Violation: Tried to read memory at 0x0196CEFE21C8
ACCESS VIOLATION ANALYSIS:
    Instruction: cmp qword ptr [r14+rax*8+0x10], 0x00
    Memory Operand: [base=r14, index=rax, scale=8, disp=+0x10]
    Base Register: r14 = 0x000001875DE44E50
    Index Register: rax = 0x00000001EE233A6D
    Computed Address: 0x00000196CEFE21C8

POSSIBLE RELEVANT OBJECTS:
    RSP+40: (`anonymous namespace'::iStateTaggingFunctor*)
    RSP+68: (hkbBehaviorGraph*) "0_Master.hkb"
    RSP+108: (bhkThreadMemorySource*)
    RSP+180: (hkbBehaviorGraph::GlobalTransitionData*)
    RSP+210: (ScrapHeap*)
    RSP+230: (hkbCharacter*)
    RSP+518: (hkbCharacterStringData*)
    RSP+578: (hkbCharacter*)
    RSP+580: (hkbProjectData*)
    RSP+598: (BShkbHkxDB::ProjectDBData*)
    RSP+778: (hkThreadMemory*)
    RSP+870: (hkbBehaviorGraphData*)
    RSP+928: (hkbSymbolIdMap*)
    RSP+930: (hkbSymbolIdMap*)
    RSP+938: (hkbCharacterSetup*)
    RSP+960: (BShkbAnimationGraph*)
    RSP+9B8: (NiNode*) "NPC Genitals05 [Gen05]"
    RSP+A08: (NiNode*) "NPC L UpperarmTwist2 [LUt2]"
    RSP+A38: (NiNode*) "CME Genitals04 [Gen04]"
    RSP+A78: (NiNode*) "NPC Genitals04 [Gen04]"
    RSP+AC8: (NiNode*) "CME L UpperArm [LUar]"
    RSP+BC0: (hkbRagdollDriver*)
    RSP+BD0: (hkbFootIkDriver*)
    RSP+BD8: (hkbHandIkDriver*)
    RSP+C78: (NiNode*) "CME L Clavicle [LClv]"
    RSP+CB8: (NiNode*) "NPC L Clavicle [LClv]"
    RSP+CF8: (NiNode*) "CME L Shoulder"
    RSP+D48: (NiNode*) "NPC Spine1 [Spn1]"
    RSP+D78: (NiNode*) "NPC Spine2 [Spn2]"
    RSP+E28: (MemoryHeap*)
    RSP+E98: (Character*) [0xFF0010BE]
    RSP+F68: (BSFadeNode*) "skeleton.nif"
    RSP+FB0: (Character*) [0xFF0010BE]

DoM_update2.JPG

 

 

EDIT: Something sem wrong/corrupted on my end. Ignore his for now.

Are you sure all your ticked plugins on the right panel are ok? Make sure none is trying to load with missing master, that can cause CTD. Usual papyrus errors do not lead to CTD.

Posted
11 hours ago, TrollAutokill said:

If it doesn't I will add a special check for dead or disabled actors.

No luck.  Still in the list.
A couple of others are still in the list alive, but with responses and wheel menu like they aren't slaves.  (as in the same state I tried to kill them to get them out of)

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