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Posted (edited)

Nothing earth shattering, but just in case anyone has seen the same thing/runs the same combo of mods, you might find that a 'creature' trainer can cause odd results, in some circumstances, if left alone to indulge their primal instincts

 

I recruit Trolls as trainers.  They are persevering, adaptable, recognise keywords and whip them into shape, finally shipping out quality finished products, and they really seem to enjoy what they do

 

But this combo has been seen to produce weird outcomes

 

If you have ......

 

1:  DOM 8.current (and possibly prior)

2:  Aroused Creatures mod, with 'Follower NPC Engagements' enabled 

3:  A DOM Slaver Troll left waiting at, or guarding a location

4:  A Follower 'left waiting' at that same location

5:  a Mod Order that also contains @Bane Master 's Defeat 5.3.6 and Follower Slavery Mod (FSM) 

 

....... as the Troll at 3: is within in the scanning range of the Follower at 4, as set for the Aroused Creatures Mod at 2, the Slaver Troll will engage in unabated 'hi-jinks' with this 'Left Behind' Follower, whose behind undoubtedly feels the consequences of the experience

 

The weird part is that the DOM troll's activities seem to be able to also kick off both of the Defeat and FSM mods, or maybe even just the FSM mod - although probably it really shouldn't - and when you next visit you can find that the Troll has enslaved the poor Follower, by now almost ravaged to death, but the enslavement is that from the FSM mod, and you have to buy back both the follower, and their equipment, from the Troll

 

Whilst one can only but admire the Troll's own freelance revenue generating acumen, somehow this doesn't seem to quite fit with what one expects them to do. 

 

I wish I had taken a screenshot or two to show it! 

 

More seriously, although I have had it happen twice now before I realised what probably caused it, this really is possibly such an edge case - given the exact combo of mods and things you have to do to get it to even happen - that @TrollAutokill ,  it's not really worth bothering about

 

I've just listed it here

 

- in case anyone else has seen it, or may see it in the future

- as a warning to maybe not leave followers in the range of Trolls etc who may have unchained carnal opportunities 

- to give people a good laugh, and

- to ask people to please be kind to their followers

 

😂

 

DQW  😜

 

EDIT: 

 

As a PS, I probably should also have said that

 

a:     In 'Aroused Creatures', you can turn off specific Creature Types, so that would probably stop this happening here

 

b:    It would be interesting, though, to know if the same effect - ie if a 'Waiting Follower' waiting near an otherwise unengaged DOM Slaver ending up in FSM - also happens with Slaves derived from standard 'Human/Other Race' Male or Female NPCs, as that might indicate that there could be a quirk in DOM itself.

 

If anyone saw that, @TrollAutokill might want to know  

 

 

 

Edited by DonQuiWho
Posted
1 hour ago, DonQuiWho said:

Nothing earth shattering, but just in case anyone has seen the same thing/runs the same combo of mods, you might find that a 'creature' trainer can cause odd results, in some circumstances, if left alone to indulge their primal instincts

 

I recruit Trolls as trainers.  They are persevering, adaptable, recognise keywords and whip them into shape, finally shipping out quality finished products, and they really seem to enjoy what they do

 

But this combo has been seen to produce weird outcomes

 

If you have ......

 

1:  DOM 8.current (and possibly prior)

2:  Aroused Creatures mod, with 'Follower NPC Engagements' enabled 

3:  A DOM Slaver Troll left waiting at, or guarding a location

4:  A Follower 'left waiting' at that same location

5:  a Mod Order that also contains @Bane Master 's Defeat 5.3.6 and Follower Slavery Mod (FSM) 

 

....... as the Troll at 3: is within in the scanning range of the Follower at 4, as set for the Aroused Creatures Mod at 2, the Slaver Troll will engage in unabated 'hi-jinks' with this 'Left Behind' Follower, whose behind undoubtedly feels the consequences of the experience

 

The weird part is that the DOM troll's activities seem to be able to also kick off both of the Defeat and FSM mods, or maybe even just the FSM mod - although probably it really shouldn't - and when you next visit you can find that the Troll has enslaved the poor Follower, by now almost ravaged to death, but the enslavement is that from the FSM mod, and you have to buy back both the follower, and their equipment, from the Troll

 

Whilst one can only but admire the Troll's own freelance revenue generating acumen, somehow this doesn't seem to quite fit with what one expects them to do. 

 

I wish I had taken a screenshot or two to show it! 

 

More seriously, although I have had it happen twice now before I realised what probably caused it, this really is possibly such an edge case - given the exact combo of mods and things you have to do to get it to even happen - that @TrollAutokill ,  it's not really worth bothering about

 

I've just listed it here

 

- in case anyone else has seen it, or may see it in the future

- as a warning to maybe not leave followers in the range of Trolls etc who may have unchained carnal opportunities 

- to give people a good laugh, and

- to ask people to please be kind to their followers

 

😂

 

DQW  😜

 

EDIT: 

 

As a PS, I probably should also have said that

 

a:     In 'Aroused Creatures', you can turn off specific Creature Types, so that would probably stop this happening here

 

b:    It would be interesting, though, to know if the same effect - ie if a 'Waiting Follower' waiting near an otherwise unengaged DOM Slaver ending up in FSM - also happens with Slaves derived from standard 'Human/Other Race' Male or Female NPCs, as that might indicate that there could be a quirk in DOM itself.

 

If anyone saw that, @TrollAutokill might want to know  

 

 

 

Next time you see that, check the active package on your troll, to identify clearly which mod is in charge 

 

Some mods are not made to work together. But they can be patched. For example by checking the DOMActorFaction to exclude actors.

Posted (edited)
6 hours ago, TrollAutokill said:

Next time you see that, check the active package on your troll, to identify clearly which mod is in charge 

 

Some mods are not made to work together. But they can be patched. For example by checking the DOMActorFaction to exclude actors.

 

Will do.  I definitely saw an FSM screen message as I was trying to sort it all out

 

But I'll have to set up the scenario again as I have moved the follower out of harm's way, as it was expensive to recover her!  

 

I was actually here now to add the possibility that maybe Defeat + FSM kicked off for some reason, because the Troll was based/guarding the location (a player home interior) and the impetus from Aroused Creatures kicked him off not only on an aggressively carnal encounter (All my enabled animations within Aroused Creatures are 'aggressive' ones) but that also may have set him going on a combat Defeat mission, as the Creature + NPC feature there is also enabled.  There are almost too many possibly guilty combos! 

 

And I hadn't mentioned that the follower NPC involved was also stuck on a non carnally animated DM3 asset when all this was going on ... 😮   LOL!

 

DQW

Edited by DonQuiWho
Posted
On 7/20/2026 at 5:08 PM, TrollAutokill said:

Actually I checked and the recipes are correct.

 

But the enchanted version must be made at the DOM Bewitching bench.

 

 

@TrollAutokill

 

We've been here before, but if the Farengar's Study addon doesn't refresh as it did in PAHE, and the basic Steel Collar is craftable at the forge, is there any reason why the DOM 'Steel Collar of Leashing' can't be created at the forge too?  Even if only AFTER the player has done the Drelas' Cottage trip etc?  

 

Having been out there only to find that I didn't have the correct ingredients etc,

and

that it's the only place with a DOM Enchanting Table

and  

that you would probably get totally overloaded carrying the materials required to create a decent batch size

and

that's to say nothing about some mods surrounding the place with literally dozens of bandits,

and

that it seems to be the only place in the whole of the Northern Tundra with an Enchunter (sic) where these collars can be created (I'd really really rather not cheat! 😜)

so is

there any way to create a simpler, whilst still enhanced, crafting menu, to create them at a normal forge like PAHE could? -  or even at a normal Enchanting Table?  

 

There was a huge discussion back in June 2022 on the PAHE thread about this when @CliftonJD finalised a revised recipe for the Enhanced PAHE Leashing Collar

to be something like, IIRC.....,

 

Basic collar ingredients (here it could easily be the Basic DOM Steel Collar)

+ 2x  bonemeal

+ 1x  (or 2?) Spider Venom

+ 1x Torchbug Thorax (as one writer put it 'to add some Zap!')

 

..... so ending up with enough variety to make it not TOO simple, but something far better than yomping back and forward to that Talos Forsaken cottage every few game days

 

If it might help, I'd be happy to see if any of the 'Crafting Menu' gurus could help out with a patch, or perhaps even better, just a simple esl crafting mod, much like the ones that they have done for assets from within the ZAZ and DD mods

 

Would you/anyone maybe want that capability?

 

DQW 

Posted (edited)
13 hours ago, DonQuiWho said:

 

@TrollAutokill

 

We've been here before, but if the Farengar's Study addon doesn't refresh as it did in PAHE, and the basic Steel Collar is craftable at the forge, is there any reason why the DOM 'Steel Collar of Leashing' can't be created at the forge too?  Even if only AFTER the player has done the Drelas' Cottage trip etc?  

 

Having been out there only to find that I didn't have the correct ingredients etc,

and

that it's the only place with a DOM Enchanting Table

and  

that you would probably get totally overloaded carrying the materials required to create a decent batch size

and

that's to say nothing about some mods surrounding the place with literally dozens of bandits,

and

that it seems to be the only place in the whole of the Northern Tundra with an Enchunter (sic) where these collars can be created (I'd really really rather not cheat! 😜)

so is

there any way to create a simpler, whilst still enhanced, crafting menu, to create them at a normal forge like PAHE could? -  or even at a normal Enchanting Table?  

 

There was a huge discussion back in June 2022 on the PAHE thread about this when @CliftonJD finalised a revised recipe for the Enhanced PAHE Leashing Collar

to be something like, IIRC.....,

 

Basic collar ingredients (here it could easily be the Basic DOM Steel Collar)

+ 2x  bonemeal

+ 1x  (or 2?) Spider Venom

+ 1x Torchbug Thorax (as one writer put it 'to add some Zap!')

 

..... so ending up with enough variety to make it not TOO simple, but something far better than yomping back and forward to that Talos Forsaken cottage every few game days

 

If it might help, I'd be happy to see if any of the 'Crafting Menu' gurus could help out with a patch, or perhaps even better, just a simple esl crafting mod, much like the ones that they have done for assets from within the ZAZ and DD mods

 

Would you/anyone maybe want that capability?

 

DQW 

Granted. 

 

Most DOM items can now be made at the forge or the bewitching bench. The bow and sword need the Sky Forge. Whip and cane can be forged at the forge or armor table.  Potions can be prepared at the bewitching bench only. Collars and the bludgeon can be made at the forge or the bewitching bench.

 

PS: available next update.

 

Edited by TrollAutokill
Posted
10 hours ago, DonQuiWho said:

it seems to be the only place in the whole of the Northern Tundra with an Enchunter (sic) where these collars can be created

I use Jaxonz positioner to take bewitching bench with me and then place it at my base.

Posted
2 hours ago, Coom Nation said:

I use Jaxonz positioner to take bewitching bench with me and then place it at my base.

 

Brilliant!  That's a trick I've just got to remember!

 

Thanks

 

DQW

 

5 hours ago, TrollAutokill said:

Granted. 

 

Most DOM items can now be made at the forge or the bewitching bench. The bow and sword need the Sky Forge. Whip and cane can be forged at the forge or armor table.  Potions can be prepared at the bewitching bench only. Collars and the bludgeon can be made at the forge or the bewitching bench.

 

PS: available next update.

 

 

If that means that we will be able to create that Slave Collar of Leashing at any forge in future, with ingredients that we can - even with a little effort - find with some abundance in the wild, then 'Thanks', and you're my friend for life or until enslavement 😂

 

DQW 

Posted (edited)
2 hours ago, DonQuiWho said:

 

Brilliant!  That's a trick I've just got to remember!

 

Thanks

 

DQW

 

 

If that means that we will be able to create that Slave Collar of Leashing at any forge in future, with ingredients that we can - even with a little effort - find with some abundance in the wild, then 'Thanks', and you're my friend for life or until enslavement 😂

 

DQW 

No the ingredients didn't change, sorry, just more places to forge them. But I am open to suggestions.

Edited by TrollAutokill
Posted
On 9/16/2026 at 5:36 PM, TrollAutokill said:

Ok, next is in console:

 

GetGlobalValue DOM_HasSexlab

 

and

 

GetGlobalValue DOM_HasOstim

 

 

 

Will get to that when I can, in the meantime was testing some other things, of note is that Bloodlines mod is no longer compactible with this mod as DOM actors are no longer in Fertility+ list, wish Bloodlines uses Fertility reloaded  but it is what it is

Posted

Hey so apparently this mod now requires "Display Model" by Darkconsole. I could very much be blind or  but I don't seem to see that as a dependency anywhere on the installation section.

Posted
1 hour ago, Zodiac321 said:

Hey so apparently this mod now requires "Display Model" by Darkconsole. I could very much be blind or  but I don't seem to see that as a dependency anywhere on the installation section.

 

I don't have that mod so i don't think its required, i'd run through the installer again and check if you have clicked on a patch for it by mistake

Posted (edited)
2 hours ago, Zodiac321 said:

Hey so apparently this mod now requires "Display Model" by Darkconsole. I could very much be blind or  but I don't seem to see that as a dependency anywhere on the installation section.

Display model is a soft dependency. If you're using MO2 (which you should) click on DOM in the left panel and check the plugins in the right panel. The ones with the red triangles are the ones with missing dependencies, you can uncheck them safely, except DiaryOfMine.esm.

Edited by TrollAutokill
Posted

In my previous run I captured Torva and Nilsine Shatter-shield and "paired them up".

They both ended up with a taboo kink.

 

Now I'm running a new game and doing hte same, but so far no kink. Are kinks mellable or fixed? Can they be re-set/re-geenrated?

Posted (edited)
1 hour ago, Soronarr said:

In my previous run I captured Torva and Nilsine Shatter-shield and "paired them up".

They both ended up with a taboo kink.

 

Now I'm running a new game and doing hte same, but so far no kink. Are kinks mellable or fixed? Can they be re-set/re-geenrated?

Yes, you can edit them. Go to the MCM actor list. In the bottom choose write JSON. Edit their JSON files in SKSE/.../Plugins/DiaryOfMine/<Your Player's name>/ 

 

Go back to the MCM list and choose read JSON.

 

Then in the debug tab you can toggle the expose kinks box, and they will list them in their status.

Edited by TrollAutokill
Posted (edited)

Version 8.5.4 is out for you to test. 

 

Note: 8.5.4 is identical to 8.5.4a.

 

  • Bundle is now on by default, but bundle drop when sandboxing is off. 
    • Corrected the slave's bundle system. 
    • Any armor, clothes or weapons in the bundle can be used by the actor, all other items are considered Player's property.
  • The wheel has been updated with a "Get Equipped" option under shift-U/Clothes, both for single actors and as a group order.
    • This is so swapping between combat equipment and naked state will be faster.
  • 2625 NPC json files are now included with DOM.
    • Most of those JSON files include a journal and description of the actor. Both are made to feed an LLM like with SkyrimNet.
    • DOM_API now includes 2 functions to access those entries:
; Get default actor description (third person point of view)
string Function GetActorDescription(Actor akRef)
    return DOMGenerator.GetActorDescription(akRef)
EndFunction

; Get default actor journal (first person point of view)
string Function GetActorJournal(Actor akRef)
    return DOMGenerator.GetActorJournal(akRef)
EndFunction

 

    • The journal entry is displayed when casting the Open Diary spell on a non-DOM NPC. It uses 2 message boxes if the text is too long.
    • The DOM diary book always starts with the journal in entries 2 and 3. Entry 1 is a short presentation (name, location and activity).
    • Bandits and other spawned NPC will have a ridiculously small journal entry with their name, race and activity.
    • Those files include most NPCs from Skyrim, Dawnguard and Dragonborn plus a few other mods: DOM, HSH, AYGAS, 3DNPCs, Ambriel, Hot Chicks Have Hot Sisters, Mercenary replacer, MBWS housecarl replacer, Sacrificial maidens, Queens Cure, Death Consumes All, Ashe Crystal Heart, Maid II, Beyond Reach, Wyrmstooth, Falskaar, Rigmor of Bruma and Cyrodiil, Rift Rest Inn, The Nasty Pine, The Naked Dragon, A Secret To Hide, Circle of Lust, Night on the Lake, BB Luxury Suite, Underground Bathhouse, Dragonborn Legacy, Folkstead, Nyhus, Haafstad, Dirfjord, and a few custom followers (mostly voiced ones, plus my own selection).
    • All were created with an AI assisted framework and might contain errors or be oversimplified.
    • Feel free to propose your own creations or improvements to be included with the mod package.
  • When reading JSON files a check is made on the actor's full name if the file name doesn't already contain it.
    • If you rename Lydia as "Princess Bananarama" she will not use the JSON file of Lydia anymore.
    • This is to avoid custom companions with redundant base ID to use vanilla actor's files.
    • Default NPC files where moved to SKSE\Plugins\StorageUtilData\Diary Of Mine\NPC
    • In game created files will be found as usual in SKSE\Plugins\StorageUtilData\Diary Of Mine\<Player's name>
  • Message about being easy/hard to train is now displayed after the notify dialogue.
  • Most DOM items can now be made at the forge or the bewitching bench.
    • The bow and sword need the Sky Forge.
    • Whip and cane can be forged at the forge or armor table. 
    • Potions can be prepared at the bewitching bench only.
    • Collars and the bludgeon can be made at the forge or the bewitching bench.

 

 

Edited by TrollAutokill
Posted
12 minutes ago, TrollAutokill said:
  • Most of those JSON files include a journal and description of the actor. Both are made to feed an LLM like with SkyrimNet.
  •  

 

🍿🍿🍿🎊🎊🎊

Can you tease us more for what you are up to? 

Posted (edited)
28 minutes ago, Fraying9981 said:

 

🍿🍿🍿🎊🎊🎊

Can you tease us more for what you are up to? 

This is it. I am providing material for users of DOM and SkyrimNet to move forward. I already separated the DOM random dialogues, so that slaves could in principle use SkyrimNet generated dialogue to answer or comment Mistress/Master. Plus I am constantly adding more events to catch and send information to feed an LLM. It's a modernization process.

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

Version 8.5.4 is out for you to test. 

 

Note: 8.5.4 is identical to 8.5.4a.

 

  • Bundle is now on by default, but bundle drop when sandboxing is off. 
    • Corrected the slave's bundle system. 
    • Any armor, clothes or weapons in the bundle can be used by the actor, all other items are considered Player's property.
  • The wheel has been updated with a "Get Equipped" option under shift-U/Clothes, both for single actors and as a group order.
    • This is so swapping between combat equipment and naked state will be faster.
  • 2625 NPC json files are now included with DOM.
    • Most of those JSON files include a journal and description of the actor. Both are made to feed an LLM like with SkyrimNet.
    • DOM_API now includes 2 functions to access those entries:
; Get default actor description (third person point of view)
string Function GetActorDescription(Actor akRef)
    return DOMGenerator.GetActorDescription(akRef)
EndFunction

; Get default actor journal (first person point of view)
string Function GetActorJournal(Actor akRef)
    return DOMGenerator.GetActorJournal(akRef)
EndFunction

 

    • The journal entry is displayed when casting the Open Diary spell on a non-DOM NPC. It uses 2 message boxes if the text is too long.
    • The DOM diary book always starts with the journal in entries 2 and 3. Entry 1 is a short presentation (name, location and activity).
    • Bandits and other spawned NPC will have a ridiculously small journal entry with their name, race and activity.
    • Those files include most NPCs from Skyrim, Dawnguard and Dragonborn plus a few other mods: DOM, HSH, AYGAS, 3DNPCs, Ambriel, Hot Chicks Have Hot Sisters, Mercenary replacer, MBWS housecarl replacer, Sacrificial maidens, Queens Cure, Death Consumes All, Ashe Crystal Heart, Maid II, Beyond Reach, Wyrmstooth, Falskaar, Rigmor of Bruma and Cyrodiil, Rift Rest Inn, The Nasty Pine, The Naked Dragon, A Secret To Hide, Circle of Lust, Night on the Lake, BB Luxury Suite, Underground Bathhouse, Dragonborn Legacy, Folkstead, Nyhus, Haafstad, Dirfjord, and a few custom followers (mostly voiced ones, plus my own selection).
    • All were created with an AI assisted framework and might contain errors or be oversimplified.
    • Feel free to propose your own creations or improvements to be included with the mod package.
  • When reading JSON files a check is made on the actor's full name if the file name doesn't already contain it.
    • If you rename Lydia as "Princess Bananarama" she will not use the JSON file of Lydia anymore.
    • This is to avoid custom companions with redundant base ID to use vanilla actor's files.
    • Default NPC files where moved to SKSE\Plugins\StorageUtilData\Diary Of Mine\NPC
    • In game created files will be found as usual in SKSE\Plugins\StorageUtilData\Diary Of Mine\<Player's name>
  • Message about being easy/hard to train is now displayed after the notify dialogue.
  • Most DOM items can now be made at the forge or the bewitching bench.
    • The bow and sword need the Sky Forge.
    • Whip and cane can be forged at the forge or armor table. 
    • Potions can be prepared at the bewitching bench only.
    • Collars and the bludgeon can be made at the forge or the bewitching bench.

 

 

 

 

Please, can we install this safely over 8.5.3?

 

DQW

Posted (edited)
11 hours ago, DonQuiWho said:

 

 

Please, can we install this safely over 8.5.3?

 

DQW

It should be fine, yes. No big change in the plugin. 

 

EDIT: Removed stupid recommendation.

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

It should be fine, yes. No big change in the plugin. You just need to clear your <player name>/*.json files in the SKSE directory if you want to see the journal entries in the diary.

 

Being as thick as usual 🫡, I haven't got a clue what you mean! 🙄

 

Do you mean the current game's Overwrite of 

 

A)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

needs to be deleted, and then installed again using the 8.5.4 version as a new  

 

B)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

and the MCM settings then all redone to get one's new personal version structures for 8.5.4

 

C)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

where 'A' has been removed as the structure is now changed to a new 8.5.4 format 'B'. and  'C'  is then one's personal settings, as re- entered on the MCM, which is now structured in accordance with 'B'?

 

I'm sorry for the pedantry 😏 - my friends (all two of them, 1 and 0)  say that I think in binary - but having got to save 464 on this game, I really don't want to mess it up 😊

 

DQW

Posted (edited)
5 hours ago, DonQuiWho said:

 

Being as thick as usual 🫡, I haven't got a clue what you mean! 🙄

 

Do you mean the current game's Overwrite of 

 

A)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

needs to be deleted, and then installed again using the 8.5.4 version as a new  

 

B)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

and the MCM settings then all redone to get one's new personal version structures for 8.5.4

 

C)    \SKSE\Plugins\StorageUtilData\Diary of Mine\Adelaisa\Settings.json

 

where 'A' has been removed as the structure is now changed to a new 8.5.4 format 'B'. and  'C'  is then one's personal settings, as re- entered on the MCM, which is now structured in accordance with 'B'?

 

I'm sorry for the pedantry 😏 - my friends (all two of them, 1 and 0)  say that I think in binary - but having got to save 464 on this game, I really don't want to mess it up 😊

 

DQW

Just forget what I said, I will make sure the journal is recovered in patch 8.5.4b. See below and UPDATE ASAP.

 

Do not delete anything, I repeat DO NOT DELETE ANYTHING.

Edited by TrollAutokill
Posted (edited)

 New in version 8.5.4b:

 

  • NPC journal and description entries are always retrieved from the default JSON file if they are missing from the current player's directory file. This allows older JSON files to be updated gradually during gameplay.
  • Forgot a few scripts... Sorry about that.

 

New in version 8.5.4:

 

Spoiler

 

  • Bundle is now on by default, but bundle drop when sandboxing is off. 
    • Corrected the slave's bundle system. 
    • Any armor, clothes or weapons in the bundle can be used by the actor, all other items are considered Player's property.
  • The wheel has been updated with a "Get Equipped" option under shift-U/Clothes, both for single actors and as a group order.
    • This is so swapping between combat equipment and naked state will be faster.
  • 2625 NPC json files are now included with DOM.
    • Most of those JSON files include a journal and description of the actor. Both are made to feed an LLM like with SkyrimNet.
    • DOM_API now includes 2 functions to access those entries:

 

 

 

 

; Get default actor description (third person point of view)
string Function GetActorDescription(Actor akRef)
    return DOMGenerator.GetActorDescription(akRef)
EndFunction

; Get default actor journal (first person point of view)
string Function GetActorJournal(Actor akRef)
    return DOMGenerator.GetActorJournal(akRef)
EndFunction

 

  • The journal entry is displayed when casting the Open Diary spell on a non-DOM NPC. It uses 2 message boxes if the text is too long.
  • The DOM diary book always starts with the journal in entries 2 and 3. Entry 1 is a short presentation (name, location and activity).
  • Bandits and other spawned NPC will have a ridiculously small journal entry with their name, race and activity.
  • Those files include most NPCs from Skyrim, Dawnguard and Dragonborn plus a few other mods: DOM, HSH, AYGAS, 3DNPCs, Ambriel, Hot Chicks Have Hot Sisters, Mercenary replacer, MBWS housecarl replacer, Sacrificial maidens, Queens Cure, Death Consumes All, Ashe Crystal Heart, Maid II, Beyond Reach, Wyrmstooth, Falskaar, Rigmor of Bruma and Cyrodiil, Rift Rest Inn, The Nasty Pine, The Naked Dragon, A Secret To Hide, Circle of Lust, Night on the Lake, BB Luxury Suite, Underground Bathhouse, Dragonborn Legacy, Folkstead, Nyhus, Haafstad, Dirfjord, and a few custom followers (mostly voiced ones, plus my own selection).
  • All were created with an AI assisted framework and might contain errors or be oversimplified.
  • Feel free to propose your own creations or improvements to be included with the mod package.

When reading JSON files a check is made on the actor's full name if the file name doesn't already contain it.

  • If you rename Lydia as "Princess Bananarama" she will not use the JSON file of Lydia anymore.
  • This is to avoid custom companions with redundant base ID to use vanilla actor's files.
  • Default NPC files where moved to SKSE\Plugins\StorageUtilData\Diary Of Mine\NPC
  • In game created files will be found as usual in SKSE\Plugins\StorageUtilData\Diary Of Mine\<Player's name>

Message about being easy/hard to train is now displayed after the notify dialogue. Most DOM items can now be made at the forge or the bewitching bench.

  • The bow and sword need the Sky Forge.
  • Whip and cane can be forged at the forge or armor table. 
  • Potions can be prepared at the bewitching bench only.
  • Collars and the bludgeon can be made at the forge or the bewitching bench.
Edited by TrollAutokill
Posted
7 hours ago, TrollAutokill said:

Just forget what I said, I will make sure the journal is recovered in patch 8.5.4b. See below and UPDATE ASAP.

 

Do not delete anything, I repeat DO NOT DELETE ANYTHING.

 

Thanks!

 

DQW

Posted (edited)

Having some issues. can not get the mcm to show up even with "setstage ski_configmanagerinstance 1" console commands several times. I rolled back to each version till 8.3.1 and then DOM started with no issues however there were no slaver and slave view list in the MCM, not sure if its like LE? 
I seen you now released the 8.5.4b and I only installed that one and back to the same effect, papyrus is running some code 

[09/19/2026 - 08:56:35AM] Error: Unable to link types associated with function "SetProperties" in state "" on object "dom_actor".

seeing just now you have ppl installing the new version over the old? are we to install versions all over each other?

I am on 1.7.140 if that is the issue from steam changing crap once again breaking stuff.

 

ParadiseHallsEnhanced(PAHE)SSE_8.2.2_Fomod.7z  MCM good
PAH_HomeSweetHome_1.43_SSE.7z                         MCM good
PAH_SlaveCart_1.2_SSE.7z                                         can not tell yet
PAH_AndYouGetASlave_0.73c_SSE.7z                        MCM good
Diary Of Mine 8.5.4b_SE_fomod.7z                           with simple add item the master is seen and objects/items can be added but no mcm

 

 

Fixed now? Odd I did not change anything, this time on new game I let the Console key hit to stay on console command while MCM stuff loaded going back in game then return to console command view, and this time everything loaded. No I need to test in game if the transffer to each other.

Edited by ragnam

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