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Posted
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?

Posted
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?

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

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.

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