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Posted
2 hours ago, jaglord said:

I use that mod actually because doing dedicated alchemy playthroughs I found ingredient weight to be highly tedious. Anyway, how would I use that mod to make the sacks from Diary of Mine weightless? That mod only works on categories as far as I know, and even if I could do a specific item is there a generalized slave sack ID i could point the mod to and have all subsequent sacks generated by DoM gameplay be weightless?

 

perhaps you could check Quick Armor Rebalance > select DOM > select the bag > set weight to 0

Posted
On 8/22/2026 at 5:37 AM, JHancock45 said:

I was just wondering, dose this mod use Selab gender or skyrim gender, i didnt see an option?

Sexlab gender if it was set otherwise Skyrim gender.

Posted

btw troll think you can update the op with a new section that lists all the mods that dom has  built in comp for. this came about as on another disscord someone who knew i use the mod asked me what mods does it have built in comp for but i coudlnt remember but a few.

Posted
21 hours ago, jaglord said:

Is there an easy noob friendly way to edit the mod and make the sack weight for slaves set to 0 (default 100 weight)? I enjoy the very much non-immersive option of simply storing slaves in sacks like they are in a pokeball and then banking them in a modded follower storage. Having this be a bit smoother by having the sacks weightless would be nice, and would also allow me to keep them on me if I wanted without having to enable god mode to deal with the carry weight.

You could use SSE Edit. The only downside is it would go back to 100 each time the mod is updated, but it only takes a second to do it in SSE Edit. You can look up a quick tutorial for how to edit an item, it's very simple.

Posted (edited)
On 8/21/2026 at 12:05 AM, The Man in Black said:

I'm going to be bundling this with ToMB 2.0 (should be sometime in the next two weeks). But I figured I'd release it here for everyone.

I used Claude Fable (using houseCARL) to generate DOM json profiles for every unique non-child, non-elder female NPC in my load order. The values and kinks chosen all based on their UESP lore page (if they have one), their in-game dialogue records, and their SkyrimNet bio, general knowledge of the HEXACO system, analysis of how they play out in DOM's scripts, and TAK's readme. This includes quite a few mod-added NPCs as well as vanilla.

The results are striking, especially the kinks. Every single one that I've sampled fits the specific NPC uncannily well. 

 

Enjoy!

DOM Personality Profiles - Female.zip 624.76 kB · 6 downloads

May I add those in the DOM package?

 

Also I see two set of files for each NPC, one with just the base ID and one with the name added. Are they identical?

Edited by TrollAutokill
Posted

Hello, i m seeking for help again. Did anyone have the same problem with the sneaky abduction, when i abduct  an original npc (abuction works well with modded followers) with the H button, the npc just collapses and slowly clips to the ground or floats around, DOM doen't showthe "captured" notification.

Posted
48 minutes ago, Gb4y said:

Hello, i m seeking for help again. Did anyone have the same problem with the sneaky abduction, when i abduct  an original npc (abuction works well with modded followers) with the H button, the npc just collapses and slowly clips to the ground or floats around, DOM doen't showthe "captured" notification.

1 do NOT enslave someone  if yoy ever recruited them as a follower
2. if they sittin gor using something foot ik may have broke
3. DO not have cloning uniques on,

bey6ond that you need to give more acc info

Posted
2 hours ago, Gb4y said:

Hello, i m seeking for help again. Did anyone have the same problem with the sneaky abduction, when i abduct  an original npc (abuction works well with modded followers) with the H button, the npc just collapses and slowly clips to the ground or floats around, DOM doen't showthe "captured" notification.

I will need Papyrus log with DOM verbose mode on.

Posted

It would be cool if there was an optional setting for "minimum number of kinks". I cheat and play with the show kinks debug option on, and it's disappointing how often slaves will generate with only 1 kink or sometimes even none, even if it is realistic. I know you can develop them which is fun in its own way, but still kinks are fun the more kinks the merrier.

Posted (edited)
7 hours ago, TrollAutokill said:

May I add those in the DOM package?

 

Also I see two set of files for each NPC, one with just the base ID and one with the name added. Are they identical?

 

Of course!

 

They're identical. Claude did it to differentiate when NPCs in different mods share the same base ID. It also makes it easier to find specific NPCs.

 

Actually, that reminds me. I need to give you some stuff. In the process of getting ToMB up and running, I had to flesh out DOM's OStim package so that DOM would do things like detect OStim threads not started by its dialogue, look at scene actions rather than animation tags for defloration detection, and set up additional dialogues to punish via OStim when running away or doing 3p+ scenes. Also fixed some bugs with restraints so that they could use the temple's preexisting Zaz furniture without going into default kneeling-tied mode.

 

I just need to finish a few tests and I'll get you the code.

Edited by The Man in Black
Posted
9 hours ago, TrollAutokill said:

I will need Papyrus log with DOM verbose mode on.

[08/26/2026 - 06:39:43AM] DOM_Keys: DOMActorAbduction=start Target is Ysolda is_unconscious=TRUE
[08/26/2026 - 06:39:43AM] DOM_Keys: DOMActorAbduction unaware=TRUE frombehind=Falsesleep=0 sit=0
[08/26/2026 - 06:39:43AM] DOM_Keys: isRescuedByWitness found 12 NPCs crime faction = Whiterun [Faction < (000267EA)>]
[08/26/2026 - 06:39:43AM] DOM_Keys: Whiterun Guard saw you assaulting Ysolda and yells for help!
[08/26/2026 - 06:39:43AM] DOM_Keys: isRescuedByWitness WITNESS actor=Whiterun Guard
[08/26/2026 - 06:39:43AM] DOM_Keys: AnimKnockout Ysolda
[08/26/2026 - 06:39:43AM] [Zad-NG]: UpdateControls()
[08/26/2026 - 06:39:55AM] VM is freezing...
[08/26/2026 - 06:39:55AM] VM is frozen
[08/26/2026 - 06:39:55AM] Saving game...
[08/26/2026 - 06:39:55AM] VM is thawing...
[08/26/2026 - 06:39:56AM] [Zad-NG]: UpdateControls()
[08/26/2026 - 06:39:56AM] DOM_Keys: isRescuedByWitness found 14 NPCs crime faction = Whiterun [Faction < (000267EA)>]
[08/26/2026 - 06:39:56AM] DOM_Keys: Anoriath saw you assaulting Ysolda and yells for help!
[08/26/2026 - 06:39:56AM] DOM_Keys: isRescuedByWitness WITNESS actor=Anoriath
[08/26/2026 - 06:39:56AM] DOM_Keys: DOMActorAbduction=rescue Target is [WIDeadBodyCleanupScript < (0001A69A)>]
[08/26/2026 - 06:40:00AM] VM is freezing...
[08/26/2026 - 06:40:00AM] VM is frozen
[08/26/2026 - 06:40:01AM] Log closed

forgot to mention the crime faction, my bad. If I remember correctly, in earlier versions of DOM the capturing with witnesses still works though 

Posted (edited)
4 hours ago, Gb4y said:

[08/26/2026 - 06:39:43AM] DOM_Keys: DOMActorAbduction=start Target is Ysolda is_unconscious=TRUE
[08/26/2026 - 06:39:43AM] DOM_Keys: DOMActorAbduction unaware=TRUE frombehind=Falsesleep=0 sit=0
[08/26/2026 - 06:39:43AM] DOM_Keys: isRescuedByWitness found 12 NPCs crime faction = Whiterun [Faction < (000267EA)>]
[08/26/2026 - 06:39:43AM] DOM_Keys: Whiterun Guard saw you assaulting Ysolda and yells for help!
[08/26/2026 - 06:39:43AM] DOM_Keys: isRescuedByWitness WITNESS actor=Whiterun Guard
[08/26/2026 - 06:39:43AM] DOM_Keys: AnimKnockout Ysolda
[08/26/2026 - 06:39:43AM] [Zad-NG]: UpdateControls()
[08/26/2026 - 06:39:55AM] VM is freezing...
[08/26/2026 - 06:39:55AM] VM is frozen
[08/26/2026 - 06:39:55AM] Saving game...
[08/26/2026 - 06:39:55AM] VM is thawing...
[08/26/2026 - 06:39:56AM] [Zad-NG]: UpdateControls()
[08/26/2026 - 06:39:56AM] DOM_Keys: isRescuedByWitness found 14 NPCs crime faction = Whiterun [Faction < (000267EA)>]
[08/26/2026 - 06:39:56AM] DOM_Keys: Anoriath saw you assaulting Ysolda and yells for help!
[08/26/2026 - 06:39:56AM] DOM_Keys: isRescuedByWitness WITNESS actor=Anoriath
[08/26/2026 - 06:39:56AM] DOM_Keys: DOMActorAbduction=rescue Target is [WIDeadBodyCleanupScript < (0001A69A)>]
[08/26/2026 - 06:40:00AM] VM is freezing...
[08/26/2026 - 06:40:00AM] VM is frozen
[08/26/2026 - 06:40:01AM] Log closed

forgot to mention the crime faction, my bad. If I remember correctly, in earlier versions of DOM the capturing with witnesses still works though 

If the capturing failed because of witnesses you might still be able to continue where you left if the victim is unconscious, using the capture perk, 'E' key.

Edited by TrollAutokill
Posted
8 hours ago, The Man in Black said:

 

Of course!

 

They're identical. Claude did it to differentiate when NPCs in different mods share the same base ID. It also makes it easier to find specific NPCs.

 

Actually, that reminds me. I need to give you some stuff. In the process of getting ToMB up and running, I had to flesh out DOM's OStim package so that DOM would do things like detect OStim threads not started by its dialogue, look at scene actions rather than animation tags for defloration detection, and set up additional dialogues to punish via OStim when running away or doing 3p+ scenes. Also fixed some bugs with restraints so that they could use the temple's preexisting Zaz furniture without going into default kneeling-tied mode.

 

I just need to finish a few tests and I'll get you the code.

Also, since I am back, I feel like I promised I would look into DOM events for SkyrimNet. What was it you needed there? Was it to add the abuser to certain events? Which ones?

Posted (edited)

DOM 8.5.2 is out, it's the development version and still WIP.

 

  • NPCs can be kissed, grabed, bathed, punished and praised with the wheel menu, just like DOM Actors. WIP do not abuse (pun intended).
  • Updated Actors JSON files with @The Man in Black personalities tailored according to Skyrim lore and with the help of AI.
  • Actor's JSON file now contains the base actor name and their plugin (Not working with ESL atm) name of origin. This is purely informative to help identify actors.
  • Event DOMOnWashSelf changed to include abuser parameter.
  • Events DOMOnWashMe and DOMWashClient were added with the same parameters.
Edited by TrollAutokill
Posted

Welcome back TAK :) 

 

I had two questions regarding the leash. First, would it be possible for a hotkey to quickly tie the slave to the floor? The idea is that when you get in combat or something you can quickly stick the leash in the ground instead of fiddling with wheel menus.

 

Second, when daisy-chaining the slaves together with body ropes, the body rope connects to the neck of the next slave rather than the body. I'm not sure if that's even possible to fix since it depends on what the actor being leashed to has equipped rather than the actor wearing the leash, but I thought I would mention it in case the framework supports it.

Posted

Dear Trollautokill, could there be an option when the pose order is called, the mod will pick one animation only and apply it to all slaves in group order? Posing uniformly seems way more arousing than each slave having different animations.

Posted (edited)

The NPC i Capture always Have Transparent/Invisible Body, they automaticly wearing some item cloth, like 0cum someting4 like that.. i don't have the mesh for that item so the NPC body just not visible..

Edited by crealter
not specific enough
Posted
3 hours ago, crealter said:

The NPC i Capture always Have Transparent/Invisible Body, they automaticly wearing some item cloth, like 0cum someting4 like that.. i don't have the mesh for that item so the NPC body just not visible..

Are you capturing spawned characters and using the unique base actor clone mod?

Posted (edited)

DOM 8.5.2b is out, it's the development version and still WIP.

 

  • Added a group same pose option in MCM to force all actors to use the same pose when giving group orders.

  • L and shift-L are now the default keys for quick leash action.

    • They do not work on slavers because it opens the trainee menus for them instead.

    • It works on NPCs, without consequences, for the moment...

    • Leashing a target: player becomes holder or if player is already holder attach leash to the floor

    • Leashing without a target: leash to the floor for all actors held by the player.

    • Unleash a target: actor's leash is removed but if actor is holding other leashes those are kept.

    • Unleashing without a target: leashes/unleashes the player to the floor. Have fun!

  • NPC can be sexed and raped with the wheel menu, just like DOM Actors. WIP.

  • Corrected JSON file naming for ESL NPCs.

  • NPCs can be kissed, grabed, punished and praised with the wheel menu, just like DOM Actors. WIP do not abuse (pun intended).

  • Updated Actors JSON files with @The Man in Black personalities tailored according to the Skyrim lore and with the help of AI.
  • Actor's JSON file now contains the plugin name where the actor was found. This is informative to help identify actors.
  • Event DOMOnWashSelf changed to include abuser parameter.
  • Events DOMOnWashMe and DOMWashClient were added with the same parameters.

 

Edited by TrollAutokill
Posted
5 minutes ago, TrollAutokill said:

Corrected JSON file naming for ESL NPCs.

That's great!

 

I'll try experimenting with that and see if I can move my mods to use the json files instead of hard coding the NPC personalities.

Posted
7 hours ago, Gb4y said:

Dear Trollautokill, could there be an option when the pose order is called, the mod will pick one animation only and apply it to all slaves in group order? Posing uniformly seems way more arousing than each slave having different animations.

Now there is one, as of 8.5.2b.

Posted (edited)
16 hours ago, crazymango54 said:

Would it be possible for a hotkey to quickly tie the slave to the floor?

Yes -> 8.5.2b

 

Just so you know, I put a leash on one slave, one follower and Nazeem. Then went to the top of the world, leashed myself to a rock and took a dive. It was fun, but hard to get everyone back on feet, lots of 'K' to reset actors, summon to player and sheath/unsheath. Needless to say Nazeem looked surprised when I drove him to the mountains against his will.

Edited by TrollAutokill
Posted
2 hours ago, TrollAutokill said:

Now there is one, as of 8.5.2b.

First i am really grateful that you are so listening and really made my wish come true, but after updated to 8.5.2b, the slaves refuse to pose!!! (which i ve never seen before), sorry for continually bothering you.

Posted
29 minutes ago, Gb4y said:

First i am really grateful that you are so listening and really made my wish come true, but after updated to 8.5.2b, the slaves refuse to pose!!! (which i ve never seen before), sorry for continually bothering you.

That's why it's called WIP: add a new feature break something else.

Posted
7 hours ago, TrollAutokill said:

Yes -> 8.5.2b

 

Just so you know, I put a leash on one slave, one follower and Nazeem. Then went to the top of the world, leashed myself to a rock and took a dive. It was fun, but hard to get everyone back on feet, lots of 'K' to reset actors, summon to player and sheath/unsheath. Needless to say Nazeem looked surprised when I drove him to the mountains against his will.

Nice! Thank you.

 

I've enjoyed leashing a string of slaves together while on horseback, and if they talk back too much I speed up to a gallop for few seconds to drag them along. It works really well with  the Scrolling Speed mod, you can go just fast enough where they struggle to keep up but not so fast that they fall down (until you want them to). Putting ankle chains on them to make them slower is fun too.

 

I also noticed something about the Slave Cart. It looks like some sort of physics update happens to slaves every 15-30 seconds or so? Anyway, something happens with the cart and it gets slammed underneath the ground for a fraction of a second which breaks the physics and has it flying all over the place and it never recovers. This only happens when a slave is inside it. I ran a test where I went down the same stretch of road 3 times with an empty cart and 3 times with one slave in it, and it was fine each time it was empty and bugged each time there was a slave in it. I tried at different speeds as well and it seems to occur pretty reliably after 15-30 seconds regardless. I'm hoping that makes sense, let me know if any other info would be useful.

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