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Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine


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Posted

I haven't started a basic modlist yet, but I had an idea for what it could possibly be. The only difference between Enthralled NPCs, even when cloned, and any other NPC would be factions. I don't think there is anything else that could persist like this. Of course, the issue is almost certainly that I have something that isn't playing nice, so the bug could still be solved by identifying whatever that is, but it could also possibly be fixed by finding the problem faction, if there is one.

 

DOM has a 'serious chat' dialogue to clean factions from a slave, but it appears to be broken as using it just effectively removes the slave from DOM completely. That would've been the way to know for sure. I was looking in the console and I see a jail slave has about 230 factions, so I am not sure which one could be the issue lol. Most are DOM factions like training values, virginity, mood, and so on, but I did see one or two related to Enthralled, and several others that did not appear to be related to either mod, but I can only assume are put on them by Enthralled since they are created by it. I tried the removefac command on some of those but it didn't seem to do anything, the same factions still showed up in console.

 

I'll keep messing with stuff on my end, this is just a hunch, but I thought I would share in case it's useful.

Posted
4 hours ago, crazymango54 said:

I haven't started a basic modlist yet, but I had an idea for what it could possibly be. The only difference between Enthralled NPCs, even when cloned, and any other NPC would be factions. I don't think there is anything else that could persist like this. Of course, the issue is almost certainly that I have something that isn't playing nice, so the bug could still be solved by identifying whatever that is, but it could also possibly be fixed by finding the problem faction, if there is one.

 

DOM has a 'serious chat' dialogue to clean factions from a slave, but it appears to be broken as using it just effectively removes the slave from DOM completely. That would've been the way to know for sure. I was looking in the console and I see a jail slave has about 230 factions, so I am not sure which one could be the issue lol. Most are DOM factions like training values, virginity, mood, and so on, but I did see one or two related to Enthralled, and several others that did not appear to be related to either mod, but I can only assume are put on them by Enthralled since they are created by it. I tried the removefac command on some of those but it didn't seem to do anything, the same factions still showed up in console.

 

I'll keep messing with stuff on my end, this is just a hunch, but I thought I would share in case it's useful.

I have been having an issue of sudden freezes, and then would get random FPS drops and for some reason I had a feeling to reinstall bathing in skyrim, has a couple patches I missed when I first installed it, got those patches installed and found one of those patches that was installed as a ESL, which it should not have been ESL, the created ESLed it. once I took that out of the ESL "setting" and got the other patch installed, FSP seems not to be an issue and the random freezing stopped so far, so it could be just a simple missing something like a patch or an incorrect set up with one of the patches, don't rule that out, sometime just a simple thing like that can cause a lot of problems.

Been working in computers for 30+ years and I have seen things that effected other performance issue that should not be effected each other but it did. What we forget is a computer is like the human body, everything can effect each other because it is connected even if indirectly.

Software is even more interconnected, and one little issue can cause problems, so I believe you are doing the next best thing is ruling out mods by elimination. 

Thinking back II believe it was a bad CD rom that was causing a memory issue, though they were not directly connected, I believe it was causing a power drop causing the memory not to faction correctly. Working for dell computers was one of the most fun times I had working in the computer field.

Posted (edited)

Ok after removing all the old bathing in Skyrim, putting in the renewed and rebuilt ver. didn't have any enthralled slaves, just a DOM slaves, same thing happened to her like it was fjora, so, a played around and like be fore some armor shoes/boot, would case this and other wont, so I took of the footwear that this was happening with did a "k" and let her go in with just bare foot, and no issues. so it has nothing to do with your mod, which I figured out a bit ago, and now I know the shoe/boots/foot ware just maybe just having a fit with DOM mod, just not playing nice with each other, thank goodness its not a game breaking issue.

I will play with it more and see if I can pin it down, I think I will try it with the PAHE mod and see if the same thing happens, so be assured it IS NOT you mod, but maybe just the enslaving mechanics, just not sure.

It could also be something that is related to skyland, the boots and the slaves, that is a possibility, skyland does tough on the water and it just may need a patch. going to double check abnormal NPC, just to be sure.

 

 

Update: After reading up on this type of issue, people have had issues with some of the armors extatically with ones with heels, some people have removed the heel boots and then saved their game and then reloading the game and putting the heels back on and it has resolved their issues, as in for me, I redid the body slide and it fixed my issues with at least one set of heels, so That is were I would start on armors/clothes that have heels and a bodyslide, just rerun the bodyslide and it could fix the issue of an NPC swimming above the water. so far it has worked, will test farther. 

 

As for crazymango's issue, it could be bodyslide related if obody is being used, but this goes to show that any thing can cause an issue. If no body slides are used, then mod conflict would more then likely be an issue, I would even go as far as removing enthralled, redownloading and reinstall, just to be sure a good install is done, do this before starting up the game, something could have had an issue while installing, its not far fetched to start there first.

Edited by tonitrulupus
Posted

are there any plans for a release completely independent from sexlab and PAHE like DOM is moving towards? DOM plays nice with OStim and I'm moving away from sexlab myself as well

Posted
1 hour ago, mjonilr said:

are there any plans for a release completely independent from sexlab and PAHE like DOM is moving towards? DOM plays nice with OStim and I'm moving away from sexlab myself as well

The plan is that the next release (coming soon) will have the option of being independent from PAH. 

Sexlab is something I still have to research in more detail, but I believe it's possible.  I just don't know enough about OStim yet to be certain.

Posted
On 8/10/2025 at 4:18 PM, tonitrulupus said:

As for crazymango's issue, it could be bodyslide related if obody is being used, but this goes to show that any thing can cause an issue. If no body slides are used, then mod conflict would more then likely be an issue, I would even go as far as removing enthralled, redownloading and reinstall, just to be sure a good install is done, do this before starting up the game, something could have had an issue while installing, its not far fetched to start there first.

I'm really lost. I just did a barebones setup, literally only PAHE, DOM, Enthralled, and the requirements for them. No bodyslide, no OBody, and no unrelated mods. I cleared my Nemesis cache, and I also reinstalled Enthralled just to be safe, and I still get the same issue. I also noticed it's not just the posing and furniture, it's also most of the DOM paired animations like kissing and inspections.

 

Basically, all of the Enthralled NPCs are affected by this 100% of the time, and any other NPC is fine. I really have no idea what could possibly be causing it. I'm also really confused why no one else seems to have this. I don't really know how to research it further. I'll keep messing around and see if it ever un-fucks itself, or maybe someone else will have the same problem eventually and figure it out.

Posted
Spoiler

v1.6
Requires a new save
*Those that use Diary of Mine version 7 now no longer need to have PAH installed with the new patch.
NOTE: the patch that is included in DOM 7.9.4a fomod is outdated. You only need the patch from this page. Do not let any file of DOM overwrite Enthralled's
PAHE is still supported without a patch. DOM version 5/6 is still supported without a patch.

 

*The repeatable quests are extended to also include Solitude and Windhelm. Now you can pick up quests in all major cities of Skyrim.
*Placed three new essential NPC: Deals-In-Chains in Windhelm Docks, Ghagrub the Respectable Trader on the docks of Solitude, and Davur Dres in Raven Rock.
*Deals-In-Chains and Ghagrub will function as information brokers for the repeatable quest system in Windhelm and Solitude.

 

*Repeatable rescue quests: the captive you are sent to rescue might now be a unique NPC instead of a vanilla bandit/warlock/...
*Jails: unique npcs can now be found for sale in the jail cell

*18 new unique enslavable NPC's. You can find them through the repeatable quests. They all have a bit of backstory, and a couple of them might know each other.
*For those that use the High Poly Head+ KS Hairdo's patch: some of the new npc's use hairs from KS Hairdo's version 1.10. If you don't update you'll get a dark face bug with them.

 

*A system is set up so that you can easily add more npcs to the rescue quests, the jail, or the slavers. These NPC's can be from Vanilla or from mods.
Preferably through SPID or Skypatcher. An example file for SPID is provided.

 

*The repeatable collect quests and the repeatable slave selling quests have their questgiver changed. Now you'll hand in the items to the information broker of the city where you picked the quest. (Belethor, Garvey, ...)

 

*Slave buyers: they will buy any slave you bring them, no questions asked.
*Slave sellers: they are accompanied by a unique slave, which you can buy from them. (Future updates might increase the number of wares they offer) 
*Ghagrub, Deals-In-Chains, and Davur are major slavers and will function as both slave buyers and slave sellers
*Adding more slavers is fairly simple. If you have suggestions on new locations, included mod added ones, I might place more.

 

*general scripting improvements and mod cleanup:
Cleaned up some scripts in PqGenericBuy quest.
New method to initialise training stats of the simple slaves. Instead of their stats being set when the game first starts, it's now set when the character is loaded for the first time
This will spread the amount of scripts that run at game start, and also makes it easier to update and add characters on an existing save.
Also included a better system to keep track which characters have been met and captured. Setup for future quests and dialogue.
Made some adjustments to the simple slaves starting stats, their training is increased to better match their high starting cost.

*Bug fix: Rescued/sold NPC came back. I've changed all uses of setcriticalstage(4) to either delete, move+kill, or move+disable. This should keep them away permanently.
*For ITF Interactive BDSM: Added Dummy keyword to the ZAZ furniture in the rescue quests. ITF will ignore that furniture, so that your followers stop beating the people you came to "rescue".
*fixed personality assignment, it will now use the intended values
*Increased the respect bonus that Fjora gets from completing quests. Tweaked Fjora's personality so that she get Respect easier. This will make it more reasonable to get to respect 90.
*Changed the dialogue code on Fjora's first appearance. Hopefully it won't bug out anymore. Let me know if it still does.
*gave Nille a key to the house so that she can enter at night. No more standing before the door like a sad dog.
*fixed follow dialogue logic to use faction ranks 0 and 1 instead of 0 and -1. This should remove some weird behavior, like the text "follow me" on unrelated characters.
*changed renamer: if DOM is installed, it will now use DOM's name generator instead of Pah's. This fixes issues for people who don't have pah installed.
*changed Bunny's collar to non-PAH version. This will make patching easier in the future.
*fully rewrote the missives patch so that it is no longer depending on PAHE, and can be installed in an existing save. Also updated it to include Solitude and Windhelm.
*cleaned the HPH+KSHairdos patch to no longer require pahe as a master
*Set up new alias on Main Radiant quest, will allow for easier updating in the future.

 

Extras: a few files that aren't necessary for the mod to work.
*Preset pack: The presets of all the capturable npc's. Useful if you want your pc to look like these characters, or if you want to make new faces based on them.
They all use High Poly Head and KSHairdos, and many use makeup overlays of scarlettdays21, and some use Koralina's Freckles 
*SPID example file: a spid file that shows how to add new npcs to the repeatable quests. It is meant to be changed to suit your own tastes and load order.

Does not require knowledge of spid to modify.

version 1.6 is here. Took a while longer than I had anticipated.

From this version on, PAH is no longer a hard requirement if you use DOM version 7 or higher.

 

There is now a slave buyer, you can sell them any slave and get paid based on their training (and other attributes, more on that later). The slaves that are sold disappear from the game.

The slavers will also sell slaves with high training. Currently, only one will be available at a time, but they restock quickly.

 

The biggest part of the work was adding unique npcs to the repeatable rescue quests, the jail system, and the slavers. 18 in total. If you gotta catch 'em all, it will now be more of a challenge.

The jails will still offer the generated prisoners in addition to the unique, and the rescue quest mixes unique and generated captives (though the chance on a unique is much higher). The slavers will only offer unique slaves.

All unique slaves have a bit of dialogue to talk about their backstory, and they might know or be related to other npcs from this mod.

There is no permanently missable character. If you don't acquire them the first time you see them, you can get them later.

I'll write a bit of an overview of them later.

 

I've also managed to write it in a way that players can add npcs, including from other mods, to this. You could set it up that you can rescue a follower from bandits, or you can throw Nazeem in jail.

All that's needed is to add the npc to the right faction: PqCapturedBanditFaction, PqCapturedMageFaction, PqCapturedCaveFaction, PqCapturedSlaverFaction, PqJailedFaction

I have included an example SPID file, I'll write out more detailed instructions later.

 

Other than that, there were a lot of bug fixes, tweaks, and some setup for future quests and dialogue.

 

If you find issues, or have suggestions, please let me know.

 

 

 

 

Posted

Amazing, lots of good changes and additions. I took a look at about 3 of the uniques and they are fantastic. Good, diverse appearances and interesting backstories, I'm excited to get into those. 

 

On slavers, that all seems great. I like the idea of them and everything works properly after a quick test buying and selling. One suggestion I had is maybe you could add a setting for a price multiplier? Everyone has their own setup and their own internal notion of what a slave should be worth, so perhaps you would consider a float/variable that could be set with a console command, and then all of the amounts you get as quest rewards etc. are multiplied by that number? Not sure if that is how that works, but I think allowing players to increase/decrease what they get would be fitting. I'd probably bring my prices down to like .5 or .25 of what they are in DOM, it's a little excessive in my opinion.

 

I like your values of 750 for an untrained slave and 1500 for a trained one, but when I can get 10k myself it feels a little out of place. Everyone has their own take on that, but I feel like an option would be useful either way.

Posted (edited)
6 hours ago, tonitrulupus said:

You changed the file name?

Yes, I changed Enthralled Custom NPC for Pahe to Enthralled Main File

I thought the old name might be confusing, with Pahe no longer being a hard requirement if patched.

 

6 hours ago, crazymango54 said:

On slavers, that all seems great. I like the idea of them and everything works properly after a quick test buying and selling. One suggestion I had is maybe you could add a setting for a price multiplier? Everyone has their own setup and their own internal notion of what a slave should be worth, so perhaps you would consider a float/variable that could be set with a console command, and then all of the amounts you get as quest rewards etc. are multiplied by that number? Not sure if that is how that works, but I think allowing players to increase/decrease what they get would be fitting. I'd probably bring my prices down to like .5 or .25 of what they are in DOM, it's a little excessive in my opinion.

 

Currently, the slavers give 95% of the DOM worth price.

The price is something I want to work on, because I'm not satisfied with were it's at. Like you said, it can get excessively high. But on the other end, I think that it can get too low as well, and it varies between slaves a great deal.

I have a few ideas how to tackle this:

*fixed multiplier to the value. This is what you are proposing, the advantage is that it's simple to implement and easy to understand, and I can make a variable that the players can set for themself. Through console or through MCM (if I ever find the time and energy to make one).
The downside is that it does nothing against variance, and some slaves will become worth very little.

 

*Soft caps with diminishing returns. This is how AYGAS does it. This defines a soft cap to the price. If the value is higher than the cap, the price does increase, but slower. (For example, if the cap is 2000 and the diminishing factor is 0.25, a slave with value 1500 will still have a price of 1500. A slave with a value of 2100 will only get a price of 2025, a slave with a value of 10000 will get a price of 4000). The advantage here is that there are a few variables to tweak here, both the cap and the amount of diminishing can be set. There is also the option of making a second, higher cap with an even greater diminishing factor.

Here too I could make the variables available to the player to tweak, but it's a lot less simple to understand.

The downside here is that it takes a piece of complexity of AYGAS without taking its strength. AYGAS defines its caps based both on the slave and on the buyer, giving the impression of a negotiated deal. In Enthralled, you're dealing with rich slave traders, so the caps would be fixed.

 

*The third option is to go full math nerd and make a new function to calculate the value. I could use something that doesn't explode like the current function, maybe using a logarithmic function, a root, or a logistic function. I'll have to see how they work.

 

 

Edited by a_random_user
math
Posted
1 hour ago, a_random_user said:

Yes, I changed Enthralled Custom NPC for Pahe to Enthralled Main File

I thought the old name might be confusing, with Pahe no longer being a hard requirement if patched.

Enthralled Custom NPCs <-----I would name it that next time people may confuse the "main file" as just a patch type update and not the full new version, just something to think about when naming files for downloading. The thing I try to do, is think of how ill the end user read this? how will they think? Is this going to be concise enough that they will understand? just something to think about.

 

I guess I did remember something from my Bachelors in IT lol 

Posted
2 hours ago, Coom Nation said:

I see in the description that new version requires new save. It means new game, correct?

Yes. It might not break on an existing game, but some of the new features won't start correctly. It's hard to predict if that will actually lead to problems, so I erred on the side of caution.

 

18 minutes ago, serph90 said:

woooow I see you implemented a slave buyer untied to specific "order request", great addition. where is this buyer?

There are 3:

Solitude docks: an orc Ghagrub standing on one of the ships

Windhelm docks: an argonian Deals-In-Chains, standing near where the stairs from the city end

Raven Rock, also the docks, a dark elf Davur who's standing on one of the piers, close to where you arrive for the first time

Posted
6 minutes ago, a_random_user said:

Yes. It might not break on an existing game, but some of the new features won't start correctly. It's hard to predict if that will actually lead to problems, so I erred on the side of caution.

I know that the Dom patch is different, it did say it was not present, That in and of its self may cause a few issue. The problem could show up later in the game as well. never know. 

 

7 minutes ago, a_random_user said:

Windhelm docks: an argonian Deals-In-Chains, standing near where the stairs from the city end

He did show up, even though I didn't start a new playthrough, I am not sure what will happen if I try and buy that slave. By the way If that NPC is one of the unique NPCs great job on her. She looks good

Posted
5 hours ago, tonitrulupus said:

He did show up, even though I didn't start a new playthrough, I am not sure what will happen if I try and buy that slave. By the way If that NPC is one of the unique NPCs great job on her. She looks good

The slaver quest resets itself fully every time it loads, so the buying and sell part should work there. It's possible that the randomised quests can't be picked up.

And the slavers will only offer unique NPCs, so thank you.

Posted
23 minutes ago, a_random_user said:

The slaver quest resets itself fully every time it loads, so the buying and sell part should work there. It's possible that the randomised quests can't be picked up.

And the slavers will only offer unique NPCs, so thank you.

I can test that option and see if its still functional, I did see the unique NPC reset, so that does work there. where do I pick up the randomized quests? 

Posted
17 minutes ago, tonitrulupus said:

I can test that option and see if its still functional, I did see the unique NPC reset, so that does work there. where do I pick up the randomized quests? 

In Windhelm, that is a dialogue option with Deals-In-Chains (profitable jobs), or on the Missives board if you have that installed.

Posted
24 minutes ago, a_random_user said:

In Windhelm, that is a dialogue option with Deals-In-Chains (profitable jobs), or on the Missives board if you have that installed.

I have it installed on the missives, I will let you know

Posted
15 hours ago, a_random_user said:

Currently, the slavers give 95% of the DOM worth price.

The price is something I want to work on, because I'm not satisfied with were it's at. Like you said, it can get excessively high. But on the other end, I think that it can get too low as well, and it varies between slaves a great deal.

I have a few ideas how to tackle this:

 

Well, it looks like there's no shortage of ways to solve the problem, which is always good.

 

Personally, Option 2 sounds the best to me. It seems to be a good middle-ground between effort and effectiveness. That's actually what I was going to originally suggest, but I wasn't sure of the feasibility of it or the effort that would be required. I think fixed caps would be fine, since your NPCs are more or less the same in terms of occupation and presumably wealth, etc. As their dialogue says "you can go through the trouble of finding a buyer yourself, or you can turn them into coin right here and now." It would offer a reliable and predictable cap, so players can decide if they should try and negotiate with other types of NPCs to get a better deal, or go for the sure thing and go to a port slaver for an amount they basically know to expect.

 

On the user end, you could also have a 'preset variable'. Users could just set one variable to 1, 2, or 3 and it would be a preset of the other two values representing essentially easy, medium, and hard. That way players could pick a preset for the amount of money they get, or tweak the individual values if they feel confident enough and don't agree with any of the presets. Not sure if that can be done, but I think it would solve the issue of complexity for most.

 

The third option has its merits, but since DOM already has a value mechanic you can make use of, it may be more effort than it's worth, you would know best it it's worth the trouble.

 

As for the first option, it might be a good band-aid until one of the others can be explored, but of course that would be your prerogative if you wanted to bother implementing a feature that you may take out later. Again, the cost/benefit ratio would be your own estimation.

Posted (edited)

is it okay for 1.6 to install mid-game? Like i have a clean save instead of a new game, really dont want to start again

Edited by KHCN
Posted (edited)
2 hours ago, KHCN said:

is it okay for 1.6 to install mid-game? Like i have a clean save instead of a new game, really dont want to start again

I am doing a little testing now on some of the features, as far as I can tell on one save I had issues buying some slave, but a close to beginning save had not issue, they cycles through without issue, the DOM patch did change (at least hats what it looks like to me, it said Dom patch not available even though I did install the latest ver. 1.6 DOM patch) so you will have to more then likely clean your save as well, I am going to try a missive next and see it it will cycle through and give new quests.  

 

Update: I seems to be cycling throught on the missives without issue, but I would do a clean save file as well, I did find in my game 17 abandoned. 

Edited by tonitrulupus
Posted
On 8/15/2025 at 3:00 PM, crazymango54 said:

Basically, all of the Enthralled NPCs are affected by this 100% of the time, and any other NPC is fine. I really have no idea what could possibly be causing it. I'm also really confused why no one else seems to have this. I don't really know how to research it further. I'll keep messing around and see if it ever un-fucks itself, or maybe someone else will have the same problem eventually and figure it out.

I still have the same issue, but I thought I would report a couple pieces of information. First is that rolling back to DOM 5.5 fixes the issue, animations play and stop without a problem. Second is that moving the slave to PAHE fixes the issue while they are in PAHE, but moving them back to DOM brings it back. So it's not really an issue with Enthralled per se, but more like an incompatibility between DOM v7+ and Enthralled.

 

I notice that when I tell a slave to follow, they do a quick little twitch that snaps them out of whatever they are doing and then they follow. The issue with Enthralled slaves seems to be that they don't do that little twitch so they never stop whatever it is they are doing at the time. Similarly, I can't start the paired animations at all (SexLab is fine). This to me seems like something is controlling Enthralled slaves after they become slaves, and it prevents DOM from properly making them do stuff, and it must be the way DOM starting making them do stuff as of v7. I would imagine it's a package or a faction from Enthralled fighting with DOM commands.

 

Lastly, here is my entire MO2 enabled list. 12 mods, literally all required by PAHE or DOM. (I did try without PAHE at one point and it didn't change anything). This is as barebones as I can possibly get. I also tried earlier with about 38 mods, which were all optional requirements of DOM.

Spoiler

LO.png.1ac265e39b48f5a4f70b9b087731148f.png

I've never seen something like this where it persists even with a minimal load order. Also for what it's worth, I had this issue on version 640 of the game, and still have it on 1130 after updating a few weeks ago.

 

The only other things it could possibly be are my ini settings? Or ReShade somehow??? As far as I can tell, I'm the only one that has this problem, so I realize it's not a priority, but I'd appreciate anything anyone might have to add.

Posted
3 minutes ago, crazymango54 said:

've never seen something like this where it persists even with a minimal load order. Also for what it's worth, I had this issue on version 640 of the game, and still have it on 1130 after updating a few weeks ago.

I have not used 1130, played only a little bit on 640, I am using 1170, I am beginning to wonder if maybe during an upgrade you had a file corruption of some kind in the main files, I know with NMM every once in a while I had to clear our all my Skyrim folders and reinstall all mods and a lot of my problems went away.

Since you are using, and have such a lite mod install load order, if your find with it, remove all of Skyrim, folder and all, reinstall  Skyrim to the latest, 1170, make sure you update all you skse, papyrus, library, etc, I would makes sure you have the latest on your mod, even redownload the few your having issues with, if you have not do that when you started to trouble shoot the issues your having. if you so go that route, I would totally remove all mods having issues and to a new install of those mods only. if you have not totally removes the problematic mods and do a total fresh install of those mods, I would do that first, what I mean but fresh install totally remove for MO2, even redownload the install, that way you can confirm that there isn't and issue in the mod folder. If you have already done that then it has to be in the Skyrim folder.

That's the only logical step, 1170 isn't to bad its mostly stable, with the normal Skyrim quarks.

See with my issue of some NPCs swimming and others are not, found out that its the heels on some of this armor set that is causing it, your issue is a bit deeper that some quirky armor sets.

 

That's the advantage of having MO2, you can remove the Skyrim folder reinstall it and then add back the mods without having to remove any mods, 

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