TrollAutokill Posted August 8 Author Posted August 8 (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 August 8 by TrollAutokill 1
Clea Strange Posted August 8 Posted August 8 so you just give them mind breaking potions and do nothing else. Then give a love potion, is that about right? 1
Strec2 Posted August 8 Posted August 8 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
TrollAutokill Posted August 8 Author Posted August 8 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.
Strec2 Posted August 9 Posted August 9 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+?
TrollAutokill Posted August 9 Author Posted August 9 8 hours ago, SnakeHawk said: flying bags with no collision 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.
TrollAutokill Posted August 9 Author Posted August 9 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.
Strec2 Posted August 9 Posted August 9 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. 1
DasKebab Posted August 10 Posted August 10 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
HannoJojo Posted August 10 Posted August 10 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+. 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. 1
DonQuiWho Posted August 10 Posted August 10 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
DasKebab Posted August 10 Posted August 10 1 hour ago, DonQuiWho said: Thanks Is that both Male & Female NPCs? DQW Both from what I experienced
DonQuiWho Posted August 10 Posted August 10 1 hour ago, DasKebab said: Both from what I experienced Thanks. I think I might just 'rest' that mod for a while! 😊 DQW
Thrallmaster Posted August 11 Posted August 11 (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 August 11 by Thrallmaster 1
Fraying9981 Posted August 11 Posted August 11 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?
Thrallmaster Posted August 11 Posted August 11 5 hours ago, Fraying9981 said: is it safe to install mid game? A new game is recommended due to the high risk of CTDs. 1
Fraying9981 Posted August 13 Posted August 13 (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 August 13 by Fraying9981 3
sacattack93 Posted August 13 Posted August 13 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?
TrollAutokill Posted August 13 Author Posted August 13 (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 August 13 by TrollAutokill
soSTRONG Posted August 14 Posted August 14 (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 August 14 by soSTRONG 1
sickboy791 Posted August 15 Posted August 15 hey ya´ll, has anybody ever tried mantella, i´m downloading it right now and i´m curious if it works.
Fraying9981 Posted August 15 Posted August 15 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 1
The Man in Black Posted August 15 Posted August 15 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. 3
sickboy791 Posted August 15 Posted August 15 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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