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Posted

@TrollAutokill

What do you think about having Stable Captives manage some of the auction slaves from AYGAS or HSH through its own slots?
 

The reason is that slaves using bandit ActorBases appear quite frequently at auctions. HSH has an MCM option to reject bandits, but this seems to happen much more often on the AYGAS side. Even outside of auctions, slave-owning NPCs sometimes seem to create new NPCs using bandit ActorBases through some unknown process and bring them along.
 

Since not every user will be using SC, I want to implement this in a way that does not affect the original mods.
The problem is that I am not quite sure what the best flow would be for handling these cases.

Posted
12 hours ago, Thrallmaster said:

@TrollAutokill

What do you think about having Stable Captives manage some of the auction slaves from AYGAS or HSH through its own slots?
 

The reason is that slaves using bandit ActorBases appear quite frequently at auctions. HSH has an MCM option to reject bandits, but this seems to happen much more often on the AYGAS side. Even outside of auctions, slave-owning NPCs sometimes seem to create new NPCs using bandit ActorBases through some unknown process and bring them along.
 

Since not every user will be using SC, I want to implement this in a way that does not affect the original mods.
The problem is that I am not quite sure what the best flow would be for handling these cases.

That would be perfect yes. Actually even PAH could use it, I don't use it myself, but some users do.

Posted (edited)
On 9/17/2026 at 4:08 PM, TrollAutokill said:

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

 

As the Steel Slave Collar of Leashing is about the best way to retrieve newly caught slaves from wilder locations .....  

 

...... is there any chance that you might replace: 

 

Trama Root with Deathbell or maybe even Nightshade?  - Both of those are pretty widespread on Skyrim itself and, if gameplay authenticity is something anyone is worried about, it would save repetitive trips to Windhelm just to get to Solstheim to trek around looking for the small natural growth numbers

 

and, also

 

Bleeding Crown with Torchbug Thorax, as in the PAHE original? - Those are 'relatively easy' to find all over 'dry' Skyrim - even if you have to go out at night - whereas Bleeding Crown isn't too common at apothecaries, and larger numbers acquisition normally means repetitive cave diving, which might not be what people playing with DOM want to do

 

It's easy to cheat with the console of course, but that can spoil the game a little

 

I should have suggested this before but, as my tuppenceworth, just trying to make a constructive suggestion

 

If you can see your way to this, fine, but there's no rush

 

DQW

 

 

 

Edited by DonQuiWho
Posted
7 hours ago, DonQuiWho said:

 

Bleeding Crown with Torchbug Thorax, as in the PAHE original?

 

 

Such a slavery game/mod may get some coherence/interest if ingredients can be found by putting slaves at work, the player has so much things to do by chasing new slaves and managing the ones he owns, it is not useful to add more tasks he is the only one able to do su as capturing torchbugs  :P

 

For now the ingredients the slaves can produces are ores and plants and I renew my previous suggestion to have items (potions and collar) crafted with only these sort of ingredients...

 

To maintain some gameplay interest it would be easy to make the dificulty of craft depending on quality and quantity of ingredients.

Posted
2 hours ago, Strec2 said:

 

Such a slavery game/mod may get some coherence/interest if ingredients can be found by putting slaves at work, the player has so much things to do by chasing new slaves and managing the ones he owns, it is not useful to add more tasks he is the only one able to do su as capturing torchbugs  :P

 

For now the ingredients the slaves can produces are ores and plants and I renew my previous suggestion to have items (potions and collar) crafted with only these sort of ingredients...

 

To maintain some gameplay interest it would be easy to make the dificulty of craft depending on quality and quantity of ingredients.

 

I can't argue with the logic involved.  And TBH I've almost never ever put slaves to work mining anything - apart from one attempt to use some other mod long ago that never seemed to work anyway 😊

 

But my load order would throw its hands up in the air, and crash headfirst into a brick wall 🥸, if the mining/creation of ingredients was a hard requirement, especially if it absolutely needed one or more esps than it has now. 

 

Maybe esl files, but...

 

DQW. 

 

 

Posted

Papyrus Tweaks is updated now. Any plans for this mod to follow suit for 1.7?

 

It seems to already *almost* work on 1.7. Because during some of my tests it would randomly decide to properly initialize and all the hotkeys and things would work. Though the game would usually crash after a few minutes later regardless.

Posted
4 hours ago, RedGoblinMan said:

Papyrus Tweaks is updated now. Any plans for this mod to follow suit for 1.7?

 

It seems to already *almost* work on 1.7. Because during some of my tests it would randomly decide to properly initialize and all the hotkeys and things would work. Though the game would usually crash after a few minutes later regardless.

DOM doesn't need any update to work with 1.7. Only DLLs mods need to update.

Posted
On 9/20/2026 at 5:43 PM, Furflz said:

Could we get an update on the Zaz/zap installation installations?... 

I was trying to do a new build and the zaz 8+ section is CRAZY confusing.  There's tons of different versions there and some things seem really outdated.   For instance the patcher with finis xxxL is not needed if you're using pandora 2.4 or later and we're on version 4.4 now...  (Just my personal experience when I installed everything in the install instructions a whole lotta stuff just didn't work)

It's very confusing for people trying to figure out which mod to use. 

I did some research and with a little help I was able to narrow down exactly what a modern Ostim based mod build would need for this particular section of the mod requirements:

Basically you just need the following:

The base Zaz8+  ESM & animations (Either the CBBE version or the UUNP version based upon which body you use) - 

Official Zaz 8+ Mod page: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/

Direct Mega links from that page:
CBBE: https://mega.nz/file/7IhyFKrQ#IfUw7ex6vg6h0to4x5fQ7IoEJpUqUmW130p7aazDNmg
File: ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023
UUNP: https://mega.nz/file/3FxmUQwB#fN7DSeTkL_yVssza0Hbxv1a7XdF9xul3gZyuEjVTp3A

 

ZAZ 8.0+ Minor ostim edits

https://www.loverslab.com/files/file/49445-zaz-80-minor-ostim-edits/


ZAZ NPC Fixer + PAHE and DOM Support (Diary of Mine)



Zaz 3BA or 3BA2 bodyslide files for adjusting certain bondage devices (if needed) 

3BA
https://www.mediafire.com/file/tf5232ri4bft08d/(9DM)ZAZ_Accessories_CBBE_SE_3BA_BS.rar

3BAv2
https://www.mediafire.com/file/jztjm4u6qs058ki/ZAZ_Accessories_3BAv2_BS.7z/


 

Mod Install/Overwrite order 

XPMSSE / skeleton
Body (CBBE/3BA or UUNP)
SexLab + SLAL packs
ZAZ 8+ 2023 full pack
ZAZ 8.0+ Minor ostim edits (overwrites ZAZ scripts)
DOM / PAHE
SL → OStim Bridge
OStim + animation packs
ZAZ NPC Fixer
ZAZ Accessories bodyslide adjustments (if you are using 3BA or 3BAv2)
Pandora Output last among animation/behavior files

 

Plugins (top → bottom)

  1. SexLab.esm
  2. SexLabAroused / SL extras (if you use them)
  3. ZaZAnimationPack.esm
  4. Devious Devices (if used)
  5. Diary of Mine / PAHE masters
  6. SexLab → OStim Bridge
  7. OStim Standalone + OStim addons
  8. ZAZ NPC Fixer (DOM version)
  9. Everything else that needs ZAZ or DOM

 

Hope that helps those of you who are struggling!

Hey, setting up my own OStim based setup and wanted to ask what the use of the sexlab ostim bridge is? I havent kept up to date with this mod in a while, is it so specific kinks can be activated from ostim anims? Can the current kinks be triggered from Ostim? Rebuilding my modlist from the ground up and just wanted to know

Posted
  • Health percentage: The relative health value in % below which the "Enslave" and "Recruit" perks become available when pressing the 'E' key.
  • Health percentage: The absolute health value below which the "Enslave" and "Recruit" perks become available when pressing the 'E' key.
  • How to change the E key to another key?

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