a_random_user Posted January 3 Author Posted January 3 2 hours ago, runer03 said: All the quests seem to have this issue an example being when i try to buy the slave from balathor in whiterun it after saying yes the gold isnt removed and the quest doesn't start. I did try spawning the messenger as it says in the original post but he doesnt have any notes to give. The Belethor quest doesn't use the messenger. But if the dialogue shows up, but has no effect for all quests, that means something serious went wrong in your save. Maybe a faulty installation, sometimes reinstalling fixes things like this, but I fear scripts in your save file broke if it's all quests.
crazymango54 Posted January 3 Posted January 3 On 1/2/2026 at 11:38 AM, a_random_user said: Back when I first wrote her, I actually noted that Nille really needs a therapist, but unfortunately they don't exist in Skyrim. It's an interesting idea to consider the existence of something that could undo the trauma we (or others) inflict on the slaves, we work so hard for it lol. The closest thing to a therapist in this setting would be a temple, and they are used by other mods in a similar context. For Nille, perhaps her story ends in the Temple of Dibella, where she heals and is able to transform the degrading nature of her situation into something healthy and positive, while still being more or less a nympho. To heal her completely and give her a full restoration could mean sending her to the Temple of the Divines; you could add some fitting dialogue to Silana Petreia where she says she's been trying to get Nille from Gisli to try and fix her. Silana's greeting is almost always "The Divines saved me from the streets, and they can save you as well" and in the temple she can be heard arguing with the head priest about how active their charity efforts should be; her position is that they should go out into the city and physically help people, while the priest says they should just pray for them. She also idles near the alchemy shop sometimes, so she 100% sees Nille walking around with a yoke all the time. She would be a perfect fit if you were interested in creating a narrative for this. I also wonder about Bunny and Lory, and if something similar could be done to uncover their pasts a little better, though I suppose that applies more to Bunny. I think I have an idea of who she is, but I won't spoil anything for anybody else. Anyway, there is no shortage of directions you can take your stories. You've laid a very solid groundwork, just go with whatever feels the most interesting to you and at this point I don't think you can miss. 1
minpark27 Posted January 4 Posted January 4 (edited) The prisoners will use the appearance of the NPC's in your leveled lists. is it ok to use these slaves? i learn to never inslave bandit(not unique npcs) because same leveled list used again. resulting in naked bandit bug. and is there mcm or other way to not use some of the repeatable quest? i know i asked similar thing before. just wanna be sure. these slave i could buy from prison, can i undress them? sry if i bothered you to much. Edited January 4 by minpark27
a_random_user Posted January 4 Author Posted January 4 (edited) 8 hours ago, minpark27 said: The prisoners will use the appearance of the NPC's in your leveled lists. is it ok to use these slaves? i learn to never inslave bandit(not unique npcs) because same leveled list used again. resulting in naked bandit bug. and is there mcm or other way to not use some of the repeatable quest? i know i asked similar thing before. just wanna be sure. these slave i could buy from prison, can i undress them? sry if i bothered you to much. The Naked Bandit Bug happens when the outfits of the non-unique gets overwritten. This happens when they are enslaved in DOM or PAH, but not when they are spawned. It depends a bit on whether you're in DOM or in PAH. PAH only overwrites when you directly pick the option, but this change is permanent. DOM overwrites immediately, but restores the outfit on release. In both cases, if you enslave a non-unique, you risk the bug. That also means that if you're on DOM, the bug can be fixed by freeing or selling the non-unique slave. If you want to make sure to avoid the Naked Bandit Bug, avoid enslaving any non-uniques and only enslave the uniques. The bug will not happen for non enslaved NPCs. You can treat the non-uniques as a background filler. The unique prisoners and captives are save to enslave. The jail system can be turned of by dialogue option. The radiant quests aren't turned off, but nothing will happen if you don't pick up the quests. They are fully opt-in and you won't get the bug unless you choose to enslave a non-unique. And no problem, I'm happy to help. Edited January 4 by a_random_user
minpark27 Posted January 4 Posted January 4 2 hours ago, a_random_user said: The Naked Bandit Bug happens when the outfits of the non-unique gets overwritten. This happens when they are enslaved in DOM or PAH, but not when they are spawned. It depends a bit on whether you're in DOM or in PAH. PAH only overwrites when you directly pick the option, but this change is permanent. DOM overwrites immediately, but restores the outfit on release. In both cases, if you enslave a non-unique, you risk the bug. That also means that if you're on DOM, the bug can be fixed by freeing or selling the non-unique slave. If you want to make sure to avoid the Naked Bandit Bug, avoid enslaving any non-uniques and only enslave the uniques. The bug will not happen for non enslaved NPCs. You can treat the non-uniques as a background filler. The unique prisoners and captives are save to enslave. The jail system can be turned of by dialogue option. The radiant quests aren't turned off, but nothing will happen if you don't pick up the quests. They are fully opt-in and you won't get the bug unless you choose to enslave a non-unique. And no problem, I'm happy to help. ty very much. i really do. not only i got answer for my question, i got explanation why that fkin bug happens lol. it's good to know. now i will be a bit less scared of that bug. 1
crazymango54 Posted January 5 Posted January 5 9 hours ago, minpark27 said: ty very much. i really do. not only i got answer for my question, i got explanation why that fkin bug happens lol. it's good to know. now i will be a bit less scared of that bug. Another good thing to know about it is that it only happens if you run into the same NPC again within seven days after capturing them; after this amount of time, the game rests a bunch of things, including spawns. So the bug is never really permanent, but it can get annoying quickly if every bandit fort has two or three nakeds in it for a week. A "fix" for the naked bandit bug is to install enough new NPCs to the leveled lists that makes so it's very unlikely to see the same NPC twice in that amount of time. This mod is one that I have been using for a while, and I literally can't remember the last time I had that bug. Enthralled will also use such NPCs in the jails if added. 3
MortiferusX Posted January 8 Posted January 8 I have enslaved Fjora but Sisters in Chains does not trigger?
a_random_user Posted January 8 Author Posted January 8 31 minutes ago, MortiferusX said: I have enslaved Fjora but Sisters in Chains does not trigger? Fjora should have a dialogue option where you ask about about Tridi and Soin, that starts the quest.
MortiferusX Posted January 9 Posted January 9 15 hours ago, a_random_user said: Fjora should have a dialogue option where you ask about about Tridi and Soin, that starts the quest. Yeah, I have read that in the Description, but nope!
a_random_user Posted January 9 Author Posted January 9 47 minutes ago, MortiferusX said: Yeah, I have read that in the Description, but nope! Are you in PAH or in DOM? You can check if the quest are running in the background with sqv PqS02 For the second part sqv PqS01 for the first part You can also try to start the second part manually with setstage PqS02 0 You can also check the papyrus log after you capture Fjora, maybe it mentions why the quest fails. I thought this bug had been fixed in the past, maybe I should try to build another fail-safe.
tonitrulupus Posted January 9 Posted January 9 (edited) @a_random_user didn't you remove PAH form being needed or being a master for your mod? Edited January 9 by tonitrulupus
a_random_user Posted January 9 Author Posted January 9 3 minutes ago, tonitrulupus said: @a_random_user didn't you remove PAH form being needed or being a master for your mod? It's no longer needed if you use DOM v7 and the patch. If you don't use the patch, then you can play with PAH or DOMv5. Playing with PAH is still supported, just no longer a hard requirement.
tonitrulupus Posted January 9 Posted January 9 (edited) 12 minutes ago, a_random_user said: It's no longer needed if you use DOM v7 and the patch. If you don't use the patch, then you can play with PAH or DOMv5. Playing with PAH is still supported, just no longer a hard requirement. I am trying to drop pahe, to see if that's is causing some issue I am having with some of the quests in your mod and some other issues, I am using the latest dom and patch, but I am still getting this: Spoiler Update: I notice the patch was a lower priority and one moved to priority above enthralled, it fix the issue, that's one thing I love about MO2, it tells you what you need to do for the most part, missing files/master etc. and most times it just a simple fix to correct most issues with the load order. So its working now and the issue resolved. Edited January 9 by tonitrulupus 1
MortiferusX Posted January 9 Posted January 9 (edited) 6 hours ago, a_random_user said: Are you in PAH or in DOM? You can check if the quest are running in the background with sqv PqS02 For the second part sqv PqS01 for the first part You can also try to start the second part manually with setstage PqS02 0 You can also check the papyrus log after you capture Fjora, maybe it mentions why the quest fails. I thought this bug had been fixed in the past, maybe I should try to build another fail-safe. Both installed but she is a DOM 7 Slave. Patch is installed. I will test with console commands. PqS01 tells me: Enabled? No State: Stopped Current Stage: 100 Priority: 60 PqS01 tells me: Enabled: Yes State: Running Current Stage: 0 Priority: 60 Edited January 9 by MortiferusX
a_random_user Posted January 10 Author Posted January 10 2 hours ago, MortiferusX said: Both installed but she is a DOM 7 Slave. Patch is installed. I will test with console commands. PqS01 tells me: Enabled? No State: Stopped Current Stage: 100 Priority: 60 PqS01 tells me: Enabled: Yes State: Running Current Stage: 0 Priority: 60 PqS01 being at stage 100 and stopped is expected. It means that the first stage was completed and that the quest was closed. I assume the second one should have been PqS02. That also looks normal, oddly enough. If it's running and at stage 0, it means it's waiting for you to speak to Fjora and ask about Tridi and Soin the Suave. The sqv command should also have shown the properties and aliases attached to the quest, are any of them None? (There probably is a property called PqS03Tridi which is None, which is an unused property, but no others should be None)
MortiferusX Posted January 10 Posted January 10 (edited) 1 hour ago, a_random_user said: PqS01 being at stage 100 and stopped is expected. It means that the first stage was completed and that the quest was closed. I assume the second one should have been PqS02. That also looks normal, oddly enough. If it's running and at stage 0, it means it's waiting for you to speak to Fjora and ask about Tridi and Soin the Suave. The sqv command should also have shown the properties and aliases attached to the quest, are any of them None? (There probably is a property called PqS03Tridi which is None, which is an unused property, but no others should be None) See Screenshot below. And the Dialogue Option about Tridi and Soin is simply missing completly at that stage. What I can say, SetStage 0 does not help. SetStage 10 triggers the Quest that I should talk with Inkeepers and other People for searching Soin. But then next problem: When I found Soin and I use the Option which should lead to the situation that Fjora needs to serve him, nothing happens. He won't walk to the Position and I have no Dialogue Options to Fjora to order her. When I use the Persuade Option, I can continue the Quest but when I found Tridi, Fjora and Tridi won't start their talking. Currently It looks like the complete Questline is not working in my game. I don't know if there is any other Mod blocking but the curious thing is, the Quest arround Bette and Esmee worked as normal. Nille had a problem too. I could not start the scene with Gisli. Workaround was here to simply enslave her manually. Same with Mera. Because Tridi and Fjora don't start their Dialogue, the second quest can not be completed. I can trigger the third quest by using other mods like simple item spawner to give me the message from Mera to my inventor which starts the quest but ... ... it could not be the target for me to use permanently any workarounds ... Currently, I think about starting a new game without your mod because when I have permanently problems with not starting quests in your mod, then I can play better without that ... Edited January 10 by MortiferusX
a_random_user Posted January 10 Author Posted January 10 13 hours ago, MortiferusX said: See Screenshot below. And the Dialogue Option about Tridi and Soin is simply missing completly at that stage. What I can say, SetStage 0 does not help. SetStage 10 triggers the Quest that I should talk with Inkeepers and other People for searching Soin. But then next problem: When I found Soin and I use the Option which should lead to the situation that Fjora needs to serve him, nothing happens. He won't walk to the Position and I have no Dialogue Options to Fjora to order her. When I use the Persuade Option, I can continue the Quest but when I found Tridi, Fjora and Tridi won't start their talking. Currently It looks like the complete Questline is not working in my game. I don't know if there is any other Mod blocking but the curious thing is, the Quest arround Bette and Esmee worked as normal. Nille had a problem too. I could not start the scene with Gisli. Workaround was here to simply enslave her manually. Same with Mera. Because Tridi and Fjora don't start their Dialogue, the second quest can not be completed. I can trigger the third quest by using other mods like simple item spawner to give me the message from Mera to my inventor which starts the quest but ... ... it could not be the target for me to use permanently any workarounds ... Currently, I think about starting a new game without your mod because when I have permanently problems with not starting quests in your mod, then I can play better without that ... I'm stumped, that looks fully normal. And those console commands do exactly what they're supposed to. It's as if Fjora isn't recognised as the same NPC in the ref and alias. Her refID does end in A63 in your game? I'll do some tests on my side, see if I can replicate it. Sad to hear you're thinking of dropping the mod, but I understand that problems like this aren't fun.
Revdrsyn Posted January 11 Posted January 11 On 1/9/2026 at 7:09 PM, MortiferusX said: See Screenshot below. And the Dialogue Option about Tridi and Soin is simply missing completly at that stage. What I can say, SetStage 0 does not help. SetStage 10 triggers the Quest that I should talk with Inkeepers and other People for searching Soin. But then next problem: When I found Soin and I use the Option which should lead to the situation that Fjora needs to serve him, nothing happens. He won't walk to the Position and I have no Dialogue Options to Fjora to order her. When I use the Persuade Option, I can continue the Quest but when I found Tridi, Fjora and Tridi won't start their talking. Currently It looks like the complete Questline is not working in my game. I don't know if there is any other Mod blocking but the curious thing is, the Quest arround Bette and Esmee worked as normal. Nille had a problem too. I could not start the scene with Gisli. Workaround was here to simply enslave her manually. Same with Mera. Because Tridi and Fjora don't start their Dialogue, the second quest can not be completed. I can trigger the third quest by using other mods like simple item spawner to give me the message from Mera to my inventor which starts the quest but ... ... it could not be the target for me to use permanently any workarounds ... Currently, I think about starting a new game without your mod because when I have permanently problems with not starting quests in your mod, then I can play better without that ... I just want to say, I have some experience with this. I was having all kinds of problems with scripts not triggering, ambushes not starting, and finally did an A/B test, and found out it was a *house*. This type of behavior (quest not starting) is (IMHO) often caused by A) A heavy load on the script engine, B) the SQV bug where dialog isn't triggered without a save/load, or C) A mod that is *silently* breaking triggers and scripts. I use Enthralled, and when the quests change + imprisoning people, there can *often* be a significant delay as all the scripting writes the data. What I *can* say is that enthralled *is* working in my (checks. . . ) 1118 mod long modlist. If you're serious about debugging, I'd start by removing or addressing any script heavy mods (*besides* DOM), and doing an A/B mod test. 2
GhostlyGibus Posted January 16 Posted January 16 (edited) On 1/10/2026 at 9:11 AM, a_random_user said: I'm stumped, that looks fully normal. And those console commands do exactly what they're supposed to. It's as if Fjora isn't recognised as the same NPC in the ref and alias. Her refID does end in A63 in your game? I'll do some tests on my side, see if I can replicate it. Sad to hear you're thinking of dropping the mod, but I understand that problems like this aren't fun. I have the same problem. Her reference ID does not end in A63. DoM did clone her on capture, could that have caused it? Edit: went back and turned off cloning before the duel and she still does not have the dialogue Edit 2: I went through the papyrus log and found this Spoiler Edited January 16 by GhostlyGibus More information 1
tonitrulupus Posted January 16 Posted January 16 @a_random_user, Ok I just finished getting fjora up to 90 respect, she agreed to tell me where Mera is, so what it looks like is that PAHE, may have been playing a roll in causing the progressing to stop. So I also believe that it was also preventing Esme's quests to progress as well. My guess is that the target number was not being seen as being hit, all of the stall out was on a number in their training. I will be testing that one out as well in the next few days. 1
a_random_user Posted January 17 Author Posted January 17 23 hours ago, GhostlyGibus said: I have the same problem. Her reference ID does not end in A63. DoM did clone her on capture, could that have caused it? Edit: went back and turned off cloning before the duel and she still does not have the dialogue Edit 2: I went through the papyrus log and found this Hide contents Thanks for checking that cloning wasn't the cause of this. In general, cloning unique NPC is bad for questlines as it breaks alias and refID. Safest to put that off. As for the papyrus log, these seem to refer to the capture process. There seem to be problems with the assigning and renaming of your diary books? I don't think these would cause the issue with the missing dialogue, but it might have the same root cause. What that cause is I can't yet say. Likely there is some mod which interferes with the normal process. The best thing to do is to make a new profile in Vortex or MO2 and try a minimal load order, to test if it works. After that, turn on sets of mods until you've found the one that breaks it. You can speed this up with console commands.
Wolfen09 Posted January 19 Posted January 19 Question about adding npcs from other mods via _distr.ini. I've say got a mod with a ton of npcs in it and only want to have a few show up as captured or for sale. The examples you gave were for just doing everyone in the mod or subtract manually one at a time (where the mod plugin is specified). My question is this: if i only want say 10 npcs out of like 70 to be captured/for sale, do i just add the name or editor id like the examples with niluva and co or do i need to specify the mod plugin? And if I do need to specify the plugin, is there a way to add just the ones I want and not have to subtract 60 npcs?
a_random_user Posted January 19 Author Posted January 19 20 minutes ago, Wolfen09 said: Question about adding npcs from other mods via _distr.ini. I've say got a mod with a ton of npcs in it and only want to have a few show up as captured or for sale. The examples you gave were for just doing everyone in the mod or subtract manually one at a time (where the mod plugin is specified). My question is this: if i only want say 10 npcs out of like 70 to be captured/for sale, do i just add the name or editor id like the examples with niluva and co or do i need to specify the mod plugin? And if I do need to specify the plugin, is there a way to add just the ones I want and not have to subtract 60 npcs? You could do the name or editor ID only, like with Niluva. You can also combine filters, so you can specify the name and the mod that NPC comes from. For example, if you have a mod named CoolMod.esp and want to add Ann, Bob, and Charlie to the slaver sale, you can use the line Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie|CoolMod.esp This will only affect the NPC with those names from that specific mod. The line Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie will work as well, but this will affect NPC with those names from all installed plugins. That might be a problem is you have another Ann from a different mod, so adding the esp filter is a bit safer. 1
Wolfen09 Posted January 19 Posted January 19 Just now, a_random_user said: You could do the name or editor ID only, like with Niluva. You can also combine filters, so you can specify the name and the mod that NPC comes from. For example, if you have a mod named CoolMod.esp and want to add Ann, Bob, and Charlie to the slaver sale, you can use the line Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie|CoolMod.esp This will only affect the NPC with those names from that specific mod. The line Faction = PqCapturedSlaverFaction|Ann, Bob, Charlie will work as well, but this will affect NPC with those names from all installed plugins. That might be a problem is you have another Ann from a different mod, so adding the esp filter is a bit safer. Thank you so much, that makes it much clearer. Ive had a bit of experience in editing json files for other mods like FSM and Bimbos of skyrim, but those dont change factions and are fairly straightforward with how to specify and edit them. I figured there had to be a way to do that, but im pretty much not able to compose code cause i have no clue what it does, but i can copy what i see and change specific ids to get what i want lol
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