深淵の神 Posted yesterday at 07:05 AM Posted yesterday at 07:05 AM 3 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. I know many people run away from any kind of "NG" mod, but I've been using this one for over 2 years without any issues. You can carry all of Skyrim in your pocket without worrying about the weight of any item, mods included. Weightless NG https://www.nexusmods.com/skyrimspecialedition/mods/93796?
jaglord Posted yesterday at 09:22 AM Posted yesterday at 09:22 AM 2 hours ago, 深淵の神 said: I know many people run away from any kind of "NG" mod, but I've been using this one for over 2 years without any issues. You can carry all of Skyrim in your pocket without worrying about the weight of any item, mods included. Weightless NG https://www.nexusmods.com/skyrimspecialedition/mods/93796? 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?
Fraying9981 Posted yesterday at 11:57 AM Posted yesterday at 11:57 AM 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
TrollAutokill Posted yesterday at 01:13 PM Author Posted yesterday at 01:13 PM 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.
sidfu1 Posted yesterday at 07:06 PM Posted yesterday at 07:06 PM 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. 1
crazymango54 Posted 22 hours ago Posted 22 hours ago 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.
TrollAutokill Posted 6 hours ago Author Posted 6 hours ago (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 6 hours ago by TrollAutokill 2
Gb4y Posted 6 hours ago Posted 6 hours ago 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.
sidfu1 Posted 5 hours ago Posted 5 hours ago 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
TrollAutokill Posted 3 hours ago Author Posted 3 hours ago 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.
jaglord Posted 44 minutes ago Posted 44 minutes ago 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.
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