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Posted (edited)
3 hours ago, roldoi1911 said:

How do i mentally break a slave as quickly as possible?

@McLovin3 gave the correct answer. If you prefer the magical arts you can use Mind Breaking potions for some days and finish with a Love potion.

Edited by TrollAutokill
Posted
2 hours ago, TrollAutokill said:

@McLovin3 gave the correct answer. If you prefer the magical arts you can use Mind Breaking potions for some days and finish with a Love potion.

 

On this subject, now that slaves can really work to grab things, it would be interesting to change some recipes to make them use only harvestable ingredients cause for example for the love potion getting wine is really painfull if you don't cheat.

 

To maintain some gameplay not too easy we could for example use 'metallic' potions with the metal used depending of the potion to make some harder to produce than others :)

Posted
23 hours ago, cockroach666 said:

what mod is the maid outfit from?

As per the mod description page, under acknowledgements: The maid outfit is Backsteppo French Maid outfit.

 

I believe I might also have used some Apachii maid armor.

Posted

I installed DOM8 and it seems my slaves are no longer managed in Fertility+ (they were in DOM7)

 

The Fertility+ present in DOM7 Fomod is no longer here in DOM8 Fomod, how can I now have the slaves managed in Fertility+?

 

 

Posted
8 hours ago, SnakeHawk said:

flying bags with no collision image.png.203ef0508953b9ed24e5067467394078.png

That's expected. It's the slave's bundle they appear when the slave is sandboxing. But the collision and havoc are not there yet.

Posted
1 hour ago, Strec2 said:

I installed DOM8 and it seems my slaves are no longer managed in Fertility+ (they were in DOM7)

 

The Fertility+ present in DOM7 Fomod is no longer here in DOM8 Fomod, how can I now have the slaves managed in Fertility+?

 

 

Install DOM7. Keep only the fertility mod scripts, change the mod name. Install DOM8. 

 

Sorry about that. Though, Fertility+ is supposed to be able to track non uniques. Check its MCM.

 

Posted
29 minutes ago, TrollAutokill said:

Install DOM7. Keep only the fertility mod scripts, change the mod name. Install DOM8. 

 

Sorry about that. Though, Fertility+ is supposed to be able to track non uniques. Check its MCM.

 

 

Yes Fertility tracks non-uniques but not clones.

 

On clones sperm is not stored for slaves, you have the notifications '... cum in ...' but no sperm stored in vagina/womb.

Posted

Just a heads up, the Stable Captives mod can cause NPC that get DOM'd to have wacky face textures and scales. A breton that I DOM'd from Bruma became the size of Tsun with his face as well for some reason, reload or reset the actor fix it temporarily but then reverted

Posted

Hey TAK,

I'm aware that SLP+ is not "perfectly" compatible at the moment, but since it was working  in my previous savegame (including PAHE, running older versions of each) and I saw the mention of an experimental patch, I still gave it another try for the new savegame.
Unfortunately in my case I can't start any of the anims from DoM with these newer version, which i guess was the expected outcome seeing the changes and information. I enabled the legacy events setting in P+ and toggled some of the tag settings in DoM to no avail.

DoM is 8.4.1b, P+ is the latest 2.18.1
"Require all Sexlab tags" is disabled (same for 3some & 4some)

If you have any pointer for something else I could try I wouldn't mind, however the reason I actually comment is a question regarding the tag handling.

At least when I try to start an animation (Here: Lesbian Oral 2P), the sexlabUtil.log will log the following:

[18:35:35.797] [2784 ] [W] Invalid query: [2 | 0000000011001000000110000000000000000000000000000000000 | 
[Oral, Aggressive,Lesbian,femdom,Cunnilingus, Lesbian,femdom,Cunnilingus, femdom,Cunnilingus, Cunnilingus]]; 
0/125 animations use requested tags

Is it intended to include the tags multiple times like that?
Despite the require all tags option being toggled off, it still seems to send all the tags (including the duplicates) which none of the animation installed can satisfy.
For reference, [Oral, Cunnilingus, Lesbian, femdom] should at least yield one result, as this animation includes those tags, but I assume this could also be caused by the general limited / in- compatibility between DoM and P+.

 image.png.b37771ab848e68301bdd8eb81049815a.png

 

I'm not asking for a quick fix / compatibility (while I of course wouldn't mind a solution^^) I just came across the log entry and was wondering if its actually intended like that.

Posted
2 hours ago, DasKebab said:

Just a heads up, the Stable Captives mod can cause NPC that get DOM'd to have wacky face textures and scales. A breton that I DOM'd from Bruma became the size of Tsun with his face as well for some reason, reload or reset the actor fix it temporarily but then reverted

 

Thanks

 

Is that both Male & Female NPCs?

 

DQW

Posted (edited)

Stable Captives has been updated with bug fixes.
Current users should check the latest version. Further testing is still needed.


And to @TrollAutokill

Spoiler

1. Possible typo in DOM_Core.psc — transferNode()
Inside transferNode(), the following values are enclosed in quotation marks:

"morphs[iElement]"
"morphs2[iElement]"

But, no related symptoms have been observed during testing so far, so this may be safely disregarded for now. If you decide to modify this code, please let me know so I can perform the necessary compatibility tests.

2. Stable Captives clone flags (suggestion)

DoM currently sets:

Int noe_clone_flags = 0

in both DOM_Core.psc and pahcore.psc.


I think it would be useful to provide an MCM option for choosing between flags 0 and 1. With flag 0, the live inventory is not copied,
so when a spawned bandit is replaced during capture, all of the items they were carrying or wearing are effectively lost.
 

In practical terms, flag 0 behaves like a naked clone, while flag 1 allows the actor's live inventory and equipment to be copied. During my testing, flag 1 did not cause infinite item duplication. However, item-instance data such as tempering values may not always be preserved exactly.


This is only my suggestion, and I will leave the final decision entirely to you.


3. Actor Bundle equipment detection

The Actor Bundle was mentioned as a possible cause, so I tested it, but it was not responsible for the original stretching or scaling issue.

But, while testing the bundle, I noticed something unusual in the equipment-handling code.


In DOM_EquipUtil.psc, the following two functions check for Form Type 6:

- isArmorSlot()
- isArmorOrShield()

The Armor Form Type is 26, and the other Armor-related checks in the same script also use 26.


Because these two functions check for Type 6, equipment can be moved into the Actor Bundle, but it cannot be recognized and retrieved afterward. As a result, even when the slave is ordered to wear clothes, they remain naked and the following message appears:

"<NPC name> could use some clothes"
 

I was not sure whether this behavior was intentional, so I have not made any changes to the original DoM files. If it is not intentional, please take a look at these two checks.


https://www.loverslab.com/files/file/50506-stable-captives-for-diary-of-mine-v/

Edited by Thrallmaster
Posted
1 hour ago, Thrallmaster said:

Stable Captives has been updated with bug fixes.
Current users should check the latest version. Further testing is still needed.


And to @TrollAutokill

  Hide contents

1. Possible typo in DOM_Core.psc — transferNode()
Inside transferNode(), the following values are enclosed in quotation marks:

"morphs[iElement]"
"morphs2[iElement]"

But, no related symptoms have been observed during testing so far, so this may be safely disregarded for now. If you decide to modify this code, please let me know so I can perform the necessary compatibility tests.

2. Stable Captives clone flags (suggestion)

DoM currently sets:

Int noe_clone_flags = 0

in both DOM_Core.psc and pahcore.psc.


I think it would be useful to provide an MCM option for choosing between flags 0 and 1. With flag 0, the live inventory is not copied,
so when a spawned bandit is replaced during capture, all of the items they were carrying or wearing are effectively lost.
 

In practical terms, flag 0 behaves like a naked clone, while flag 1 allows the actor's live inventory and equipment to be copied. During my testing, flag 1 did not cause infinite item duplication. However, item-instance data such as tempering values may not always be preserved exactly.


This is only my suggestion, and I will leave the final decision entirely to you.


3. Actor Bundle equipment detection

The Actor Bundle was mentioned as a possible cause, so I tested it, but it was not responsible for the original stretching or scaling issue.

But, while testing the bundle, I noticed something unusual in the equipment-handling code.


In DOM_EquipUtil.psc, the following two functions check for Form Type 6:

- isArmorSlot()
- isArmorOrShield()

The Armor Form Type is 26, and the other Armor-related checks in the same script also use 26.


Because these two functions check for Type 6, equipment can be moved into the Actor Bundle, but it cannot be recognized and retrieved afterward. As a result, even when the slave is ordered to wear clothes, they remain naked and the following message appears:

"<NPC name> could use some clothes"
 

I was not sure whether this behavior was intentional, so I have not made any changes to the original DoM files. If it is not intentional, please take a look at these two checks.

 

 

is it safe to install mid game?

Posted (edited)


Not directly DOM, but I built this Uber app originally to use it with DOM slaves. I hope you guys will like it.

Credits to DarkMaster13  for the original mod 

Edited by Fraying9981
Posted

Is there any way to customize the poses? For instance to set the attention pose to always be one the player can pick from, say, GS poses. Is this already a feature through the MCM by changing the string perhaps?

Posted (edited)
3 hours ago, sacattack93 said:

Is there any way to customize the poses? For instance to set the attention pose to always be one the player can pick from, say, GS poses. Is this already a feature through the MCM by changing the string perhaps?

You can edit the Animations.json file to anything you want. Look for the Salute poses.

 

The MCM strings are not used anymore.

Edited by TrollAutokill
Posted (edited)

I can't find a proper way to submit a bug report, so I'll post it here instead.
 

[SkyrimVR] Left-hand item becomes permanently invisible after an OStim scene started from a DoM dialogue

Root cause: DOM_Ostim.OnThreadEnd returns early and skips ALL cleanup

Tested on DoM 8.3.1 and 8.4.1 — reproducible on both.

Environment
SkyrimVR + SKSEVR | VRIK 0.8.5, HIGGS, PLANCK, Controller Fix VR
OStim Standalone VR (`OStim.esp`, ESL FE:04B), OStimStartScenePowers, OTracker
PAHE, SexLab, Devious Devices NG, SkyrimNet (+DOM/SexLab modules), SlaveTats not installed
 

Summary
After any OStim scene started from a DoM dialogue with a slave, the item held in the player's LEFT hand becomes permanently invisible. It remains fully functional (blocks, attacks, fires) — it is simply not rendered. Scenes started via OStimStartScenePowers (magic/wheel) do not cause this.
 

Symptoms
- Left-hand weapon/shield/torch invisible; right-hand items render fine
- Spells in the left hand render fine
- The same weapon renders correctly when placed in a VRIK holster
- NPCs are unaffected
- Persists through save/reload, full game restart, pcb, cell change, unequipall
- Persists after deleting the .skse cosave
- Persists after resetting all VRIK ini files and fully reinstalling VRIK mid-save
- Disabling VRIK hides the symptom (vanilla 1st-person rendering path is used instead)
- Only workaround found before the real fix: player.sexchange twice (full 3D rebuild)

 

Repro steps
1. SkyrimVR with VRIK enabled, equip any weapon/torch in the LEFT hand
2. Talk to a DoM slave, start an OStim scene from the dialogue
3. End the scene
4. The left-hand item is now invisible — permanently, in that save

 

Root cause

DOM_Ostim.OnThreadEnd calls OThread.GetActors(EndingThreadID) after OStim has already closed the thread and freed the actors:
ostim.log (scene end):

[ThreadManager.cpp:205] trying to stop thread 0
[Thread.cpp:665] closing thread 0
[ThreadActor.cpp:418] freeing actor 0-0:
[ThreadActor.cpp:418] freeing actor 0-1:
[Thread.cpp:705] closed thread 0


By the time the Papyrus event fires, the array is always empty, so the function hits the early return:

 

Actor[] participants = OThread.GetActors(EndingThreadID as int)
if participants.length <= 0
    LogInfo("WARNING number of participants is ZERO")
    return          ; <-- everything below is skipped
endif

 

Papyrus.log confirms

DOM_OStim: WARNING number of participants is ZERO after every scene.


What gets skipped:
- akMind.handleSexEnd(...) — slave never processes the end of the scene
- DOMSexlab.TrainNPC(...)
- DOMSexlab.ClearAnimatingFaction(participants) for every NPC
- DOMSexlab.ClearAnimatingFaction(the_actor) (the trailing call after the loop)

 

Second, separate bug — the player never gets cleaned up at all

StartOStimWithArrays adds every participant, including the player, via SetAnimatingFaction(akActors).
But in OnThreadEnd the player is explicitly excluded from the loop (if participants != PlayerRef), so the only player-side cleanup is the trailing ClearAnimatingFaction(the_actor).

In my logs Sender is always None for OStim events:
 

DOM_OStim: OnSceneStart ostim_start scene= TID=0 actor=None
DOM_OStim: OTrackerThreadEnd prefix=otracker_ TID=0 timeKey=12.905 actor=None

the_actor is None, so even when that line is reached it does nothing.
Result: ClearAnimatingFaction is never called for the player on any code path.

 

Fix (verified working)

Switched to OTracker (otracker_thread_end), which preserves the actor list after a thread closes, and made ClearAnimatingFaction run for all participants including the player.
See attachment.
Related report

Verification

WARNING number of participants is ZERO is gone
handleSexEnd / training / diary entries now run correctly (they never did before!)
The left-hand invisibility bug no longer occurs
Running one dialogue-started scene with the fixed script on an already broken save repaired it — the left-hand item became visible again without player.sexchange
That last point is the strongest evidence: the skipped cleanup is what breaks the player's 3D attachment, and running the complete cleanup restores it.

Minor issues found while debugging
1. OnThreadEnd logs itself as OnSceneEnd
Makes logs very confusing — there appear to be two OnSceneEnd entries per scene.

2. ostim_end delivers TID = -1 instead of a thread ID (data is in the JSON arg):

DOM_OStim: OnSceneEnd ostim_end scene={"actors":[...],"scene":"ostim2pstandingapartmf"} TID=-1 actor=None

So ostim_end cannot be used for thread bookkeeping.
 

3. GetRandomSceneWithSceneTag() returns an empty string in my setup:

DOM_OStim: StartOStimWithArrays: Starting Scene:  TID=0

OStim then picks a scene itself. Tag-based scene selection appears to silently fail — worth a warning log when the result is empty.

DOM_Ostim.psc

Edited by soSTRONG
Posted
1 hour ago, sickboy791 said:

hey ya´ll, has anybody ever tried mantella, i´m downloading it right now and i´m curious if it works. 

 

skyrimnet is much better

Posted

Never tried 

1 hour ago, sickboy791 said:

hey ya´ll, has anybody ever tried mantella, i´m downloading it right now and i´m curious if it works. 


Never tried Mantella or CHIM, but after a few weeks with SkyrimNet, I will never play again without it. It's easy to set up and by far the most fun I've ever had playing Skyrim. Especially with DOM. Slaves are infinitely more fun to break when they can really feel and understand what's happening to them.

 

One of the best features for DOM purposes is Universal Translator, which lets you create rules to transform vanilla dialogue before speaking. I've since ditched the voice packs and turned off DOM's native voiced responses. Instead of hearing the same old lines, slaves actually say stuff aloud and in their own words.

 

DOM already has plugin support for it. I'm also going to be releasing another one shortly to build on that plugin's mental model. The existing one can trigger DOM and allow slaves to understand what was being to them, but there was often a disconnect between the what DOM was having them say/do and what the LLM was having them say and do. So I closed the loop. Just needs a bit more tuning, but now DOM drives mood, slaves are aware of their mood, and mood drives dialogue consistent with their DOM state. And what the LLM experiences can directly affect DOM mood by calling the DOM API's training functions. The experience is incredible.

Posted
1 hour ago, Fraying9981 said:

 

skyrimnet is much better

 

1 hour ago, The Man in Black said:

Never tried 


Never tried Mantella or CHIM, but after a few weeks with SkyrimNet, I will never play again without it. It's easy to set up and by far the most fun I've ever had playing Skyrim. Especially with DOM. Slaves are infinitely more fun to break when they can really feel and understand what's happening to them.

 

One of the best features for DOM purposes is Universal Translator, which lets you create rules to transform vanilla dialogue before speaking. I've since ditched the voice packs and turned off DOM's native voiced responses. Instead of hearing the same old lines, slaves actually say stuff aloud and in their own words.

 

DOM already has plugin support for it. I'm also going to be releasing another one shortly to build on that plugin's mental model. The existing one can trigger DOM and allow slaves to understand what was being to them, but there was often a disconnect between the what DOM was having them say/do and what the LLM was having them say and do. So I closed the loop. Just needs a bit more tuning, but now DOM drives mood, slaves are aware of their mood, and mood drives dialogue consistent with their DOM state. And what the LLM experiences can directly affect DOM mood by calling the DOM API's training functions. The experience is incredible.

Thanks for pointing this out. wow....i guess i have to read a bit....where can i get this plugin? do i need latest dom version?

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