DonQuiWho Posted February 2 Posted February 2 7 hours ago, crazymango54 said: I know we're kind of in a debugging phase right now so I apologize for distracting from that but I had another small idea if you are interested.  The idea is basically just to add sale dialogue to Khajiit caravans. I think this makes sense since they already visit all of the cities where you can buy prison slaves (Markarth, Whiterun, Riften, Solitude, Windhelm) but they also visit the places where the dock slavers already are (Solitude, Windhelm). This makes sense from two perspectives, one being gameplay and the other being lore. On the gameplay side, it would cover a few more areas for selling slaves, and on the lore side of things, the Khajiit are probably clever enough to realize that they could make a profit from slavery by hanging around places where people commonly buy and sell them, and they could score some decent markups that way.  It also works since the docks are outside the city, so the caravans have access to them. You'd probably have to use a price ceiling so it actually makes sense for them to resell to the dock slavers and make a profit, but I still think the option would be nice.  I'd also say that it would probably make sense to have the Khajiit be strictly resellers, so you shouldn't be able to buy the unique NPCs off of them, and this would differentiate them some more from dock slavers, but maybe it would make sense to find uniques on them as well.  It's just something to consider, it occurred to me because caravans already have unique AYGAS selling dialogue, and they talk about reselling the slave you offer them, but as far as I know the slave just follows them around forever like any other AYGAS sale.  Tuppence worth on this  'as far as I know the slave just follows them around forever like any other AYGAS sale.'  That's not been true in the past for AYGAS sales. One of the downsides of AYGAS was that besides the buyer and slave having limited interaction - unless you had ITF in play for the limited chastisement it would offer - you could often find slaves that had been 'sold' onwards by their buyer, but which did not 'attach' to the new buyer but would loiter around, doing nothing, unowned by anyone.  AYGAS Selling to Caravans has always worked for me, but I have never followed through to see properly what happens thereafter, so it may well be that presently they do stay with the caravans forever.  Hopefully when TAK gets round to sorting out AYGAS, if it's at all practicable, maybe we might see sales by Caravans of slaves bought from the player, and maybe also of NPCs 'snatched' on Caravans' travels, maybe even potential followers, as grabbed at the start, or middle, of a game, eg by the same sort of mechanism used by Captive Followers. Who knows?  DQW 1
hththt666777 Posted February 2 Posted February 2 This has no MCM correct? Just wanna be sure to check it has initialized. Is there a quick check?  safe to remove a visual patch after game start?  Â
a_random_user Posted February 2 Author Posted February 2 1 hour ago, hththt666777 said: This has no MCM correct? Just wanna be sure to check it has initialized. Is there a quick check?  safe to remove a visual patch after game start?  There is no MCM. If you want to check if it started you can see if the main quest is running with the console command  sqv PqMain  Some of the properties of the script might be None, as some are for DOM and some are for PAH. This quest contains the basic papyrus script that all story quests use.  Removing the botox patch after start is fully safe, it's only mesh files. Removing the HPH+KSHairdos patch is safe for this mod. While this one does contain a esp-fe file, it only touches the appearance of NPC. There are no scripts or quest aliases or anything that gets baked into a save file. During testing I will occasionally switch between the visual patches, and I've never noticed anything weird from that.Â
a_random_user Posted February 3 Author Posted February 3 1.6.5 safe to update Spoiler *updated slave selling script for DOM v7.12. DOM versions older than 7.12 are still compatible. Content changes: *raised unique spawn chance on jail from 50 to 100% on entry. I think giving it a chance not to spawn a unique didn't result in a more fun experience. And with the spid system, there are plentiful options. *the minimum price of the custom orders have been raised. You will now get a minimum of 2100 septims, and the modifiers from requested race or virginity will raise this further. An order with both race and virginity requested will yield at least 2100*1.4*1.4 = 4116 septims. Expensive, but they're supposed to be expensive. *added a fourth well trained slave type for NPC assigned to the slaver through SPID, a hench slave. They have between 30 and 80 training on each slaver skill. Only if DOM is installed. *Minimum reward for the radiant worker orders have been raised to 900 from 800. Makes it a bit easier to make a modest profit, as previous updates lowered the price value. Tip for those on DOM: the sell worker and sell custom quest do train the player's Slaver skill, which increases the money you can get from any future deals.  Fixes and tweaks *Set Elara Mornard to Initialy disabled, so she won't show up in the Old Hroldan Inn. This was already done in version 1.6.1 but for some reason it didn't stick. *increase sell price for PAH to match adjusted price in DOM *jail random prisoners: vigilance faction is removed again, stops those that are based on vigilant appearance from speaking about Stendarr. Doesn't touch appearance. *Selling: added a wait timer on the RemoveActor Function, make sure PAH/DOM has the time to completely remove the actor from their system before deleting/disabling them. *Sister in Chain: all aliases on this quest are turned to optional. If one fails to load, it will be easier to fix. Was already true for pah version but this never made it to the DOM version *Unwilling bride: a few minor fixes that will hopefully prevents some bugs   *Hunting the hunters had stage 100 as it's shutdown stage instead of 200. Fixed.   *the strongbox in Brittleshin pass will now enable both on stage 0 and stage 20, just in case  Script update *main script now uses a more efficient method to call for DOM's scripts. General scripts will be a bit faster now. *cleaned up a bunch of old code that was commented out, makes it far more readable *streamlined some of the smaller scripts This version is compatible with DOMv7.12, it is still compatible with earlier versions.  I've also cleaned up and improved the main script, it was long overdue. Scripts should run a bit more efficiently now. I'm still working on stuff right now, but with DOM 7.12.6 seeming quite stable at the moment, I thought I'd publish what's done so people can be on the latest version of DOM and Enthralled. 8
Coom Nation Posted February 5 Posted February 5 I'm going through the Unwilling bride quest at the moment and again I wasn't able to persuade the second scout. I noticed that it is always the second one that you can't persuade. So you can persuade only the first, be it argonian or solutude guard uniform guy, the second one you need to kill. Â Also I'm interested when is it decided what captive you will get in the rescue quest? Is it when you pick the note or when the note is generated? Because I added unique NPC with SPID and just keep getting generic ones.
a_random_user Posted February 5 Author Posted February 5 1 hour ago, Coom Nation said: I'm going through the Unwilling bride quest at the moment and again I wasn't able to persuade the second scout. I noticed that it is always the second one that you can't persuade. So you can persuade only the first, be it argonian or solutude guard uniform guy, the second one you need to kill.  Also I'm interested when is it decided what captive you will get in the rescue quest? Is it when you pick the note or when the note is generated? Because I added unique NPC with SPID and just keep getting generic ones. I've looked into the Unwilling Bride dialogue before. I was able to persuade both on most of my test, but I've had it happen that the persuade didn't show up. I was never able to figure out why it sometimes doesn't work. I was planning to give each a different dialogue option instead of reusing the same, and see if that fixes things permanently. I haven't had the chance to do so though.  The rescue captive is determined when the note is generated. There is a chance for the rescue to be a non-unique, so you might just be unlucky. I suspect the chance for non unique is too high and I'm planning to increase the chance of unique NPC, probably to 100% and the non uniques are for when the uniques run out. 3
Coom Nation Posted February 5 Posted February 5 25 minutes ago, a_random_user said: I'm planning to increase the chance of unique NPC, probably to 100% and the non uniques are for when the uniques run out Yes, I think this is a good decision. Because there is a good variety of non uniques in jails already.
Revdrsyn Posted February 6 Posted February 6 6 hours ago, a_random_user said: I've looked into the Unwilling Bride dialogue before. I was able to persuade both on most of my test, but I've had it happen that the persuade didn't show up. I was never able to figure out why it sometimes doesn't work. I was planning to give each a different dialogue option instead of reusing the same, and see if that fixes things permanently. I haven't had the chance to do so though.  The rescue captive is determined when the note is generated. There is a chance for the rescue to be a non-unique, so you might just be unlucky. I suspect the chance for non unique is too high and I'm planning to increase the chance of unique NPC, probably to 100% and the non uniques are for when the uniques run out. I've done this 3 times, and every time I was able to persuade both guards. 1
JayRoz Posted February 8 Posted February 8 Just wanna say thanks for the mod. Tons of fun. Was definitely a little heartbroken when the dialogues ended and your imagination had to fill in the rest. Love the end all responses you get from i.e. Silva going "I don't want my freedom, better to give myself to you". You feel kinda bad coz they still see you as going from one cage to another but you set it up in a way to still make one feel like you rescued the princess from the castle so still awesome. Hope we get to beat up the Lucasta boss someday  1
fred200 Posted February 9 Posted February 9 I posted this over on DOM, but I should report it here also:  DOM Ver 7.12.7 SE, Enthralled Ver 1.6.5  Next one failed: Rescue at Robber's Gorge Elara Mornard Breton Unique Moderate training; not slaver Base FE00AC50 Ref FE00A957 Lvl 30  Think I will keep you. Was not added to DOM. Normal follower dialog. "Think it is time for us to part". I captured a papyrus log of just this part if needed.  If I did this right, it is uploaded to pastebin:  https://pastebin.com/sKPeCNTn 1
arahabaki058 Posted February 11 Posted February 11 I updated from 1.6.4 to 1.6.5 and all the prisoners in the jails disappeared, generic and unique. I attempted to speak to the guard to get new prisoners in but that did not do anything.
a_random_user Posted February 11 Author Posted February 11 1 hour ago, arahabaki058 said: I updated from 1.6.4 to 1.6.5 and all the prisoners in the jails disappeared, generic and unique. I attempted to speak to the guard to get new prisoners in but that did not do anything. The prisoner quest can automatically close and restart itself. If something went wrong, leave the jail, then wait at least a day and/or leave the city (best is to travel to a different city or settlement). Preferably do both. This fully closes the jail quest. Next time you enter a jail, the quest will restart itself fully.  This should fix it. If it doesn't, use the console command sqv PqJ01 Check if the quest is running and if properties are filled. If that doesn't show anything, a papyrus log would be required.
Coom Nation Posted February 12 Posted February 12 I still can't find NPC that I assigned through SPID in rescue quests. Done like 20 of them and only got generic ones and that's after finding all of the Enthralled's uniques already. I thought maybe buying from slaver would be a better option, so if I buy all of the uniques this NPC will eventually show up? So is it safe to remove rescue factions from _DISTR file mid game?
a_random_user Posted February 12 Author Posted February 12 1 hour ago, Coom Nation said: I still can't find NPC that I assigned through SPID in rescue quests. Done like 20 of them and only got generic ones and that's after finding all of the Enthralled's uniques already. I thought maybe buying from slaver would be a better option, so if I buy all of the uniques this NPC will eventually show up? So is it safe to remove rescue factions from _DISTR file mid game? It's perfectly safe to modify SPID _DISTR.ini files mid game. The chance of getting no uniques after so many attempts is very unlikely however. Something might prevent that NPC from being selected. For example: *They are currently selected for a different quest, possibly in a different city. Any NPC that is selected for one quest can't be selected for a different until the quest is either reset, abandoned, or completed. *SPID didn't assign the faction. If you can find the NPC in the overworld, click on them with More Informative Console installed and check if they actually have the assigned faction. If you don't know where they are, you can use the prid refID + Enable + moveto Player console commands. *The mod author put something on that NPC that prevents selection. This could be an alias which Reserves the NPC, which usually means that NPC is still needed for some quest. Or the author put the NPC in the CurrentFollowerFaction, which shouldn't be done but I have seen it happen. You can check this together with the last point. 1
Coom Nation Posted February 12 Posted February 12 28 minutes ago, a_random_user said: If you can find the NPC in the overworld, click on them with More Informative Console installed and check if they actually have the assigned faction. Hm, I looked in the console and he did not have Enthralled's factions. Maybe I messed something up but here is what I wrote in the file (Dross is the name of the follower):  Faction = PqCapturedBanditFaction|Dross Faction = PqCapturedMageFaction|Dross Faction = PqCapturedCaveFaction|Dross Faction = PqCapturedSlaverFaction|Dross  Are these the correct commands?
a_random_user Posted February 12 Author Posted February 12 54 minutes ago, Coom Nation said: Hm, I looked in the console and he did not have Enthralled's factions. Maybe I messed something up but here is what I wrote in the file (Dross is the name of the follower):  Faction = PqCapturedBanditFaction|Dross Faction = PqCapturedMageFaction|Dross Faction = PqCapturedCaveFaction|Dross Faction = PqCapturedSlaverFaction|Dross  Are these the correct commands? Yes, that should work. So there is a problem somewhere with SPID itself. You can check the log (Documents/My Games/Skyrim Special Edition/SKSE/po3_SpellPerkItemDistributor.log That might give a hint on what went wrong.  If you want a quick fix, you can also quickly use the console to put them on the NPC. Select them, and AddToFaction PqCapturedBanditFaction 0 repeat for each faction.  After that, the NPC should be selectable by Enthralled quests. Â
Coom Nation Posted February 12 Posted February 12 16 minutes ago, a_random_user said: You can check the log The log says this:  PqCapturedSlaverFaction [0xA2B~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedBanditFaction [0xC56~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedMageFaction [0xC7C~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedCaveFaction [0xCAE~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs  So I guess factions were distributed after all? But they were not visible in the console for some reason? Weird. Â
a_random_user Posted February 12 Author Posted February 12 19 minutes ago, Coom Nation said: The log says this:  PqCapturedSlaverFaction [0xA2B~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedBanditFaction [0xC56~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedMageFaction [0xC7C~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs PqCapturedCaveFaction [0xCAE~PAH_CustomNpcQuests.esp] added to 1/2690 NPCs  So I guess factions were distributed after all? But they were not visible in the console for some reason? Weird.  I'm lost as well. Unless there is another Dross in your games which is selected over the one you want for some reason, I can't even guess why it isn't working. If you still want to get the SPID working, one possible option would be to disable your _DISTR file, make a save, and enable it again. Maybe turning it off and on again will fix it.
McLovin3 Posted February 12 Posted February 12 (edited) I spent the last hour or two trying out the SPID distribution as well.  Kept the file simple with the big batch of mods i mentioned previously  Faction = PqCapturedSlaverFaction||TrustyHPFollowerPack.esp Faction = PqCapturedSlaverFaction||[Z3] Followers.esp Faction = PqCapturedSlaverFaction||[ZckeZckT] FollowerPack02.esp Faction = PqCapturedSlaverFaction||OneGirlPerTavern.esp Faction = PqCapturedSlaverFaction||GirlsJV.esp  I visited some of them at their original locations and look at them in more informative console and they had the approrpiate faction in them (Entrhalled Can be slaver merchandise).  But they weren't showing up from the slavers. (Also Deals in Chains wasn't giving me any luck on spawning anything, unless my new game didn't do soemthing properly for him or I had to wait for the next day for Deals, which I didn't have the patience for atm. Davur and Gharub were working fine)  I figured out what the issue was. My SPID and Address Library were a bit outdated. Updating that and the girls were spawning from Davur and Gharub  Spoiler    I briefly did a few rescue quests and some of the non-unique results were much better since I started getting some good lookers (Haven't enslaved them yet to see if there's any issues with the recent DoM test update)  And I also learned a bit about Leveled NPC lists and editing them in Xedit. I wound up making my own tiny patch for Enthralled editing PqLCharCaptivesF and replacing the PqLCharWEF pulls with 2 rolls of lalawench_lvl_all from Immersive Wenches and 2 rolls from WEAdventurerSubChar. I think it was the PqLCharWEF list that was giving me trouble on good lookers on my previous Enthralled Rescue Captive playthroughs  I also did something similiar with Crowded Streets and SPID settings with Slaverun NPC Enforcer and sort of made my own Hydra Slavegirls (Still tweaking some of these odds on them)  Not sure if I'm going to share these patch files or not. Right now this just more of a learning experience and screwing around and play test so I can have some fun doing Enthralled Missives and playing Creeper Stalker on Citizen NPCS for the next few playthroughs as DoM updates.  edit: going through some of the quests again made me realize it's a bit hard on the starting lead for Mera for sister's of the Hunt. Maybe Tridi can drop a hint that she frequently hunted around Riften and maybe people there would know.  edit: and unfortuantely Bjar is still giving me trouble not becoming hostile upon confrontation while having Fryssa with me and then getting a Falkreath bounty trying to kill him. Kjor's confrontation and hostility and kill went fine (This time I got fryssa first before Kjor) I thought last time it was script lag from Cell changing with too many slaves following me but it wasn't the case this time Edited February 13 by McLovin3 1
Coom Nation Posted February 13 Posted February 13 17 hours ago, a_random_user said: I'm lost as well. Unless there is another Dross in your games which is selected over the one you want for some reason, I can't even guess why it isn't working. If you still want to get the SPID working, one possible option would be to disable your _DISTR file, make a save, and enable it again. Maybe turning it off and on again will fix it. I'll try it. Thanks for the help. 1
arahabaki058 Posted February 13 Posted February 13 On 2/11/2026 at 7:39 PM, a_random_user said: The prisoner quest can automatically close and restart itself. If something went wrong, leave the jail, then wait at least a day and/or leave the city (best is to travel to a different city or settlement). Preferably do both. This fully closes the jail quest. Next time you enter a jail, the quest will restart itself fully.  This should fix it. If it doesn't, use the console command sqv PqJ01 Check if the quest is running and if properties are filled. If that doesn't show anything, a papyrus log would be required.  Okay, I'll give it a go, thanks for the advice.
arahabaki058 Posted February 13 Posted February 13 On 2/11/2026 at 7:39 PM, a_random_user said: The prisoner quest can automatically close and restart itself. If something went wrong, leave the jail, then wait at least a day and/or leave the city (best is to travel to a different city or settlement). Preferably do both. This fully closes the jail quest. Next time you enter a jail, the quest will restart itself fully.  This should fix it. If it doesn't, use the console command sqv PqJ01 Check if the quest is running and if properties are filled. If that doesn't show anything, a papyrus log would be required. Initially it said that it was not running and stage 225, after waiting it is now running, stage 0 but the prisoners are not enabled. They can be enabled and are in their cell but without manually enabling them they do not appear.
Coom Nation Posted February 14 Posted February 14 I solved my problem with SPID. Well, at least for future playthroughs. Turns out SPID distributes stuff to NPCs when they are loaded for the first time, so you need to write correct commands in the file before you meet them. I tried adding a new follower and wrote command in the file before launching the game and when I met him he had enthralled faction and I was able to buy him from Ghagrub. 1
a_random_user Posted February 14 Author Posted February 14 18 hours ago, arahabaki058 said: Initially it said that it was not running and stage 225, after waiting it is now running, stage 0 but the prisoners are not enabled. They can be enabled and are in their cell but without manually enabling them they do not appear. If the unique prisoner is still disabled, it might be because of script load, that the engine skipped a step in enabling it. A mod like Papyrus Tweaks can help with this. It can also be solved by asking the guard to bring in new prisoners (This is not guaranteed to work, it's 50% until you are at 200gp price) If the non unique prisoners are disabled, something weird is happening, as the non uniques are never disabled in this mod, only created, modified, and deleted.
a_random_user Posted February 14 Author Posted February 14 2 minutes ago, Coom Nation said: I solved my problem with SPID. Well, at least for future playthroughs. Turns out SPID distributes stuff to NPCs when they are loaded for the first time, so you need to write correct commands in the file before you meet them. I tried adding a new follower and wrote command in the file before launching the game and when I met him he had enthralled faction and I was able to buy him from Ghagrub. I had completely forgotten about that SPID property, I'll mention it in the mod description.
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