TrollAutokill Posted Thursday at 01:35 AM Author Posted Thursday at 01:35 AM (edited) 7 hours ago, fred200 said: DOM 8.5.1a Leash and unleash both work perfectly! Is there any way currently to daisy-chain leashed victims? At the moment, every one I leash is connected to the player. And I really think you should take your break. We will survive until you return. You daisy chain them one by one with the wheel mrnu. Choose the option "Leash to". Then when you arrive at the inn use the "Tie to" option to tie them to a pole and they will wait for you to come back out. Edited Thursday at 01:36 AM by TrollAutokill 1
Soronarr Posted Thursday at 05:53 AM Posted Thursday at 05:53 AM On 8/2/2026 at 7:28 PM, TrollAutokill said: 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. All plugins seem ticked nad in the right order. The ONLY difference ebtween the two load orders is the version of the 3 mods. HSH - from 1.42c to 1.42j AYGAS - from 0.72d to 0.72s DOM from 8.2.1 to 8.4.1b PAHE stayed the same (no update as far as I'm aware) tough oddly enough the downalods have different ending in their names - DOM_SEE vs SSE?
MaybeNobody Posted Thursday at 06:24 AM Posted Thursday at 06:24 AM If anyone else is also having an issue with slaves going nameless after every loading screen. It turns out its caused by having the slaves setup as TDF prostitutes and using DOM to rename them. It is safe to either make then TDF prostitutes OR rename them, but if you do both to the same slave they will constantly go nameless, even if you try to give them their original name back. If you are already experiencing the bug you can uninstall TDF in its menu to fix the issue. Adding TDF back in again is fine as long as you don't again make the renamed slaves prostitutes.
TrollAutokill Posted Thursday at 08:07 AM Author Posted Thursday at 08:07 AM (edited) 3 hours ago, Soronarr said: All plugins seem ticked nad in the right order. The ONLY difference ebtween the two load orders is the version of the 3 mods. HSH - from 1.42c to 1.42j AYGAS - from 0.72d to 0.72s DOM from 8.2.1 to 8.4.1b Those are all minor modifications. 3 hours ago, Soronarr said: PAHE stayed the same (no update as far as I'm aware) tough oddly enough the downalods have different ending in their names - DOM_SEE vs SSE? DOM_SSE meant DOM only version. SSE means you get to choose at install between PAH or DOM depending on what's detected. Do you have a papyrus log of both setup loading the same game? Edited Thursday at 09:14 AM by TrollAutokill
TrollAutokill Posted Thursday at 10:10 AM Author Posted Thursday at 10:10 AM (edited) DOM 8.5.1b is out. Another Leash annoyance fix: Now for slaves leaving the DOM framework, the leash will be automatically detached. If the actor was in a chain of leashed actors, the chain will reconnect. Pros: Walking down the streets of Whiterun with all your slaves on a leash, when you sell one of them, the others will automatically reconnect. Cons: If you walk down the mountain with a train of slaves and get all of them killed at the same time, who knows what will happen. Edited Thursday at 10:14 AM by TrollAutokill 1
Strec2 Posted Thursday at 11:41 AM Posted Thursday at 11:41 AM 1 hour ago, TrollAutokill said: Cons: If you walk down the mountain with a train of slaves and get all of them killed at the same time, who knows what will happen. One sure thing that will happen is that you have lost a lot of time and money 😁 More seriously. If I install DOM 8.x + the latest version of Aygas and HsH : 1/ Can I have a completly detached and alone PAH (for storage) with not interaction with the other mods? 2/ Does Aygas and HsH have their own pool of slaves slots or does the slaves remain in the DOM pool?
Soronarr Posted Thursday at 12:52 PM Posted Thursday at 12:52 PM AYGAS and HsH seem to have separate pools 1
TrollAutokill Posted Thursday at 01:00 PM Author Posted Thursday at 01:00 PM 1 hour ago, Strec2 said: One sure thing that will happen is that you have lost a lot of time and money 😁 More seriously. If I install DOM 8.x + the latest version of Aygas and HsH : 1/ Can I have a completly detached and alone PAH (for storage) with not interaction with the other mods? 2/ Does Aygas and HsH have their own pool of slaves slots or does the slaves remain in the DOM pool? 1) Yes. Just make sure you choose the DOM version when installing AYGAS and HSH. 2) Separate pool. 1
Soronarr Posted Thursday at 01:52 PM Posted Thursday at 01:52 PM So game starts loading, I see the dragon and then it crahses. \Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log is 0 kb, empty. Crash logger is attached. Th Only thing I see overriding DOM is Bakka Factory SLAL pack, but couldn't be the problem. If it's only minor updatesm then I can go on with current versions. CrashLogger.log
TrollAutokill Posted Thursday at 05:41 PM Author Posted Thursday at 05:41 PM (edited) 3 hours ago, Soronarr said: So game starts loading, I see the dragon and then it crahses. \Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log is 0 kb, empty. Crash logger is attached. Th Only thing I see overriding DOM is Bakka Factory SLAL pack, but couldn't be the problem. If it's only minor updatesm then I can go on with current versions. CrashLogger.log 110.35 kB · 1 download I can't tell anything from a crash log. But I can tell you it's probably not the DOM plugin nor the scripts, since your papyrus is 0kb. CTD are usually caused by DLL or meshes or animations. DOM uses some Baka Factory animations but there should not be any override between DOM and Baka SLAL at all. Edited Thursday at 05:44 PM by TrollAutokill
DonQuiWho Posted Thursday at 06:11 PM Posted Thursday at 06:11 PM This has been like this for some time. ie, the descriptions in Equipment & Clothes subsection on Inventory has roll over descriptions that don't match the Selection Text Some examples below Can we assume for certain that this is really just a mistyped/copied description and the selections really do do what the tin says they should? DQW
fred200 Posted Thursday at 07:07 PM Posted Thursday at 07:07 PM Dang it - I noticed the MCM descriptions a couple of days ago - but failed to mention it. My bad. 1
TrollAutokill Posted Thursday at 07:19 PM Author Posted Thursday at 07:19 PM (edited) 1 hour ago, DonQuiWho said: This has been like this for some time. ie, the descriptions in Equipment & Clothes subsection on Inventory has roll over descriptions that don't match the Selection Text Some examples below Can we assume for certain that this is really just a mistyped/copied description and the selections really do do what the tin says they should? DQW The text is always the correct one. The description are there to check if you read them and notice if they are wrong. Edited Thursday at 07:20 PM by TrollAutokill 1
DonQuiWho Posted Thursday at 07:44 PM Posted Thursday at 07:44 PM 15 minutes ago, TrollAutokill said: The text is always the correct one. The description are there to check if you read them and notice if they are wrong. Oh! Look up! In the sky! A flying 🐖.... 😂 More seriously, anyone want to venture a guess at what they do really mean. esp 5th, 6th, 7th & 8th. I'm really not sure that I am setting these properly, given how some things seem to appear and disappear on equipment changes ... esp you are going to wear what I say, when you add something and another item then disappears from view, even if still in the inventory. I can now add leashes to that list, as adding those will make some things vanish, to reappear when the leash is removed 🤔 DQW
sickboy791 Posted Thursday at 07:52 PM Posted Thursday at 07:52 PM (edited) hey i just wantedto ask, are there zbfcuffs, doing the same animation like armbinders? Edited Thursday at 07:57 PM by sickboy791
Fraying9981 Posted Thursday at 08:21 PM Posted Thursday at 08:21 PM 36 minutes ago, DonQuiWho said: Oh! Look up! In the sky! A flying 🐖.... 😂 More seriously, anyone want to venture a guess at what they do really mean. esp 5th, 6th, 7th & 8th. I'm really not sure that I am setting these properly, given how some things seem to appear and disappear on equipment changes ... esp you are going to wear what I say, when you add something and another item then disappears from view, even if still in the inventory. I can now add leashes to that list, as adding those will make some things vanish, to reappear when the leash is removed 🤔 DQW yeah agree they have always been unclear to me too. but tbh, to explain them properly, one would need to use more than one line, but explain the skyrim system for outfits itself. maybe worth a small article
Fraying9981 Posted Thursday at 09:50 PM Posted Thursday at 09:50 PM I never thought I would contribute to this forum one day, but here it goes. Thanks in advance for your feedback 3
WhoEvenAmI Posted Friday at 04:56 AM Posted Friday at 04:56 AM (edited) I'm getting the giant camp teleport bug on any DOM animation outside of sex. For example, the one that results from the "we need to make an example" dialogue. I'm on version 8.4.1b. Any reason to think upgrading to the most recent release, or downgrading to the stable will resolve this? Edit: I'm not using pandora. Just straight FNIS. Could that be the issue? Edited Friday at 05:34 AM by WhoEvenAmI
MortiferusX Posted Friday at 04:08 PM Posted Friday at 04:08 PM https://www.nexusmods.com/skyrimspecialedition/mods/187303 Any chance? 😁
a_random_user Posted Friday at 04:24 PM Posted Friday at 04:24 PM 15 minutes ago, MortiferusX said: https://www.nexusmods.com/skyrimspecialedition/mods/187303 Any chance? 😁 Isn't that the same Leash Framework that's published on Loverslab? The one that's already supported in the latest version? 1
a_random_user Posted Friday at 04:38 PM Posted Friday at 04:38 PM On 8/5/2026 at 6:09 PM, DonQuiWho said: And although I have never ever played as a mage, I'd guess that being able to cast those collars on to NPCs to capture them would be fun. I'd probably even try that myself ... 😈 Something like a telekinetic collar shot? You cast the spell only if you have a enchanted collar in your inventory, which is used as ammo, if the projectile hits a NPC, the collar autoequips and they fall to the floor to be captured. It the projectile misses, the collar clatters to the ground and can be picked up? That does sound like a fun idea. Is it possible to make skyrim use a different model as a spell projectile, so you'd actually see the collar flying like a projectile? 1
TrollAutokill Posted Friday at 07:26 PM Author Posted Friday at 07:26 PM 14 hours ago, WhoEvenAmI said: I'm getting the giant camp teleport bug on any DOM animation outside of sex. For example, the one that results from the "we need to make an example" dialogue. I'm on version 8.4.1b. Any reason to think upgrading to the most recent release, or downgrading to the stable will resolve this? Edit: I'm not using pandora. Just straight FNIS. Could that be the issue? Try Pandora on top of FNIS. Install it after fnis so it overwrites it. But I would say it's not related. Main reason why you would teleport to the giant camp is if DOM fails to initialize the position marker. That might happen if the mod failed to start properly. Only a papyrus log can tell.
WhoEvenAmI Posted yesterday at 01:47 AM Posted yesterday at 01:47 AM 6 hours ago, TrollAutokill said: Try Pandora on top of FNIS. Install it after fnis so it overwrites it. But I would say it's not related. Main reason why you would teleport to the giant camp is if DOM fails to initialize the position marker. That might happen if the mod failed to start properly. Only a papyrus log can tell. Alright. I'll try fiddling with load order and starting new save files. Thanks. I'm running a fairly old install at this point, so I'll try updating random dependencies too. The old version of DOM I had installed worked perfectly. Quick question though, is the animation I mention above a part of the DOM mod? It isn't technically a part of ZAZ or Gposes?
roldoi1911 Posted 23 hours ago Posted 23 hours ago How do i mentally break a slave as quickly as possible?
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