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


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Posted

I wanted to have a look at the "special orders" with the information providers, but none had a topic about a way to make some profit. The orc wanted to sell a slave and could buy mine, Belethor has his thalmor slave, but nothing except that. Is there some special condition I missed for the dialogs to appear ?

Anyway I'll try to use the missive patch next time since I have it, not sure all the quests are transferred there though...

 

Posted
1 hour ago, zelurker said:

I wanted to have a look at the "special orders" with the information providers, but none had a topic about a way to make some profit. The orc wanted to sell a slave and could buy mine, Belethor has his thalmor slave, but nothing except that. Is there some special condition I missed for the dialogs to appear ?

Anyway I'll try to use the missive patch next time since I have it, not sure all the quests are transferred there though...

There's no condition on that dialogue, you should be able to ask for a profitable job right from the start. 

Installing the Missive patch on an exiting save should work, I specifically put a check for that. If that didn't do it, something might have gone wrong with the main radiant quest.

Posted
On 2/19/2026 at 1:01 AM, a_random_user said:

There's no condition on that dialogue, you should be able to ask for a profitable job right from the start. 

Installing the Missive patch on an exiting save should work, I specifically put a check for that. If that didn't do it, something might have gone wrong with the main radiant quest.

 

Well the missive patch worked for the rescue quests at least, but it doesn't seem to give access to these "special orders" (I guess it's normal, it's not supposed to be public information).
No idea why the dialog doesn't appear then...
Meanwhile I did the part about the thalmor slave from Belethor that I had avoided so far : quite good too finally, I would just mention that it's a little weird to have info on the whereabouts of the other thalmor in a secret prison rather than in their HQ in Solitude, but anyway... I used a patch from the nexus for this part to be able to do the quest peacefully: General Tulius just gives you the imperial order without condition (because you are the dragonborn after all!), it makes this part of the quest super simple. You just need to find the info, it's behind an expert closed door in the prison, so I had to unlock it just in front of the guard posted here, but he didn't care and didn't react, so find the note on the table at the end of the corridor behind the door and it's done!

 

Maybe it's because I don't have pahe ? I wanted to test with DoM alone this time (and it works rather well!).

Posted
29 minutes ago, zelurker said:

Well the missive patch worked for the rescue quests at least, but it doesn't seem to give access to these "special orders" (I guess it's normal, it's not supposed to be public information).

Give it time, the special orders are in the "rare quest" category, which means they don't show up every time on every board. But they pay very well to compensate for their rarity.

 

33 minutes ago, zelurker said:

No idea why the dialog doesn't appear then...

The more I mod Skyrim, the more of these mysteries I find. Sometimes things just break without explanation, and start working again without doing anything as well.

 

35 minutes ago, zelurker said:

I would just mention that it's a little weird to have info on the whereabouts of the other thalmor in a secret prison rather than in their HQ in Solitude, but anyway...

There were a couple of reasons why I put that report in the prison instead of Solitude.

In Vanilla, the HQ is completely unoccupied, you actually need mods to have thalmor walking around. It felt weird to put something important there unguarded.

And because it's empty, there are a lot of mods that change stuff in that HQ. For example, Immersive NPC put a single NPC there with the clear story that the place was abandoned and the actual HQ is now in the embassy. Unofficial Patch places a bunch of Justiciars inside. M'rissi places some new furniture and new NPC, there is another mod which changes the interior, but I cant recall the name now. I didn't want to make a guess on which mod the player has so the story makes sense, so I didn't want to use it.

Most importantly, I wanted to make vanilla quests a part of the questline. I like it when a mod gives you more reasons to do vanilla quests, and I wanted to incorporate that as well. It brings a bit of variety, either with combat or with story, like asking Tullius.

Posted
6 hours ago, a_random_user said:

Give it time, the special orders are in the "rare quest" category, which means they don't show up every time on every board. But they pay very well to compensate for their rarity.

 

Ok good !

 

6 hours ago, a_random_user said:

There were a couple of reasons why I put that report in the prison instead of Solitude.

In Vanilla, the HQ is completely unoccupied, you actually need mods to have thalmor walking around. It felt weird to put something important there unguarded.

And because it's empty, there are a lot of mods that change stuff in that HQ. For example, Immersive NPC put a single NPC there with the clear story that the place was abandoned and the actual HQ is now in the embassy. Unofficial Patch places a bunch of Justiciars inside. M'rissi places some new furniture and new NPC, there is another mod which changes the interior, but I cant recall the name now. I didn't want to make a guess on which mod the player has so the story makes sense, so I didn't want to use it.

Most importantly, I wanted to make vanilla quests a part of the questline. I like it when a mod gives you more reasons to do vanilla quests, and I wanted to incorporate that as well. It brings a bit of variety, either with combat or with story, like asking Tullius.

 

Ok good point. I never go there so I never noticed it was mostly empty (well I have ussep so it probably has these justiciars). And yes it's a good idea to incorporate another quest, I must say it's only the 2nd time I do this one with all my years doing stuff in skyrim because in vanilla you are forced to the violent way unless you accept to join the imperial faction, and it's a long and annoying fight with enemies everywhere with long range lightning attacks, so it's the 1st time I do the non violent way, and it was quite fun to do.

 

That's where you see that skyrim is still an unfinished game even after all this time, they never took the time to fill the thalmor HQ... ! Shame on bethesda, for this and all their never fixed bugs... !

Posted

The Collar of Leashing is missing textures for some reason all of a sudden, used to not be the case... Upgraded to Latest Enthralled/DoM and started a new game. No PAHE installed, DoM Patch installed. Any advice?

Posted
21 hours ago, GenericUsername234 said:

The Collar of Leashing is missing textures for some reason all of a sudden, used to not be the case... Upgraded to Latest Enthralled/DoM and started a new game. No PAHE installed, DoM Patch installed. Any advice?

Best to ask in DOM's page, this mod doesn't make changes to it.

Posted

Love the mod.

I'm having some issues though that I can't figure out. 

I captured Fjora no problem beside breezehome. Tried talking to her then and got no option about family, just about her being vigilant of standarr, I thought maybe it doesn't appear until her resignation gets high like Iniel at 80, I have her at 100 in everything except resignation, which is at 94, still no new dialog. I looked through this support thread and found a similar issue way back around page 7 or so. 

 

I tried the setstage pqS01 100 and nothing. 

 

When I originally enslaved her the quest actually went into my finished quest list. A Sister in Battle. Any idea what to do. I put this mod in vortex along with its other stuff as late loaders so it wouldn't be overwritten by anything so I don't know what to do now.  

Any suggestions would be appreciated 

Posted (edited)
1 hour ago, tgrant349 said:

Love the mod.

I'm having some issues though that I can't figure out. 

I captured Fjora no problem beside breezehome. Tried talking to her then and got no option about family, just about her being vigilant of standarr, I thought maybe it doesn't appear until her resignation gets high like Iniel at 80, I have her at 100 in everything except resignation, which is at 94, still no new dialog. I looked through this support thread and found a similar issue way back around page 7 or so. 

 

I tried the setstage pqS01 100 and nothing. 

 

When I originally enslaved her the quest actually went into my finished quest list. A Sister in Battle. Any idea what to do. I put this mod in vortex along with its other stuff as late loaders so it wouldn't be overwritten by anything so I don't know what to do now.  

Any suggestions would be appreciated 

 

(Treating this as a pop quiz for myself on using console commands for quest skipping and reading about quests in Xedit. I was practicing using it to skip the waiting periods for Esmee's questline on new playthroughs)

you can probably use setstage pqS02 to start the next part, as that's A Sister in Chain. I'm guessing it'll be 0 or 10

 

edit: also forgot about an idea around this part.

 

Maybe a better spot for Soin's service for the sake of luring him away from the Guard's line of sight to kill him.

There could also be a sort of a promise dialogue to Fjora that' you are having her service Soin to get him out of sight as a means to capture, intimidate, interrogate or kill him. In which you can also have an option to lie about that false promise to mess with Fjora and increase related stats

Edited by McLovin3
Posted

Wwll I just figured out that I have something messed up.

I moved on to the runaway bride, went to the pass like note says and nothing is there on the necromancer table. I have played this mod before on an earlier playthrough so I knew something was off when Fjora didn't have the dialog option like normal and there's no strongbox on the table in the pass. Im betting that Bette in Rifton won't have anything further either after I would enslave her. Seems the additional parts of the quests are not there for whatever reason.  Im guessing I'm going to need to do a fresh install if all the mods as my previous playthrough had the PAH and all all its add ons and apparently Home sweet home isn't currently compatible with newest PAH so I removed all that associated stuff and started new game. Must be some leftover garbage in there somewhere as this mod worked perfectly the playthrough before that one

Posted (edited)

The initial Trauma that you added to the Slaver's Start slaves has been a nice addition. Atia and Thisa I've been loving more and more thanks to that and have become higher priority for me on obtaining on them.

 

I hope the other broken-like Slaves in Enthralled will get the same treatment.

 

Lory would be the highest of the current Enthralled list, probably around the 10 range like Atia and Thisa

Then Nille, maybe between 8-10

Tridi seems pretty obedient and was gone for a long time according to Fjora and Mera, so maybe in the 4-6 range.

Bunny's the tricky one since she might be pretending despite wanting to be a broken slave, so maybe a 2 or 3 in Trauma

Then Fanrel still sounds kinda free, so maybe just a 1 or 2 with her.

Mell sounds like she might have her trauma from her past life of abuse as the maid (Is she the same maid that was owned previously by Axdin and Freya?)

Then the other maybes could be Tilu, Belarin and possibly Bette and Esmee (with their trauma based on their lives after the caravan attack and their emotions now a bit messed up)

 

Not into the beast races, but it sounds like Waits at Attention and Fell In Briars could maybe start with some Trauma

Edited by McLovin3
Posted
7 minutes ago, McLovin3 said:

The initial Trauma that you added to the Slaver's Start slaves has been a nice addition. Atia and Thisa I've been loving more and more thanks to that and have become higher priority for me on obtaining on them.

 

I hope the other broken-like Slaves in Enthralled will get the same treatment.

 

Lory would be the highest of the current Enthralled list, probably around the 10 range like Atia and Thisa

Then Nille, maybe between 8-10

Tridi seems pretty obedient and was gone for a long time according to Fjora and Mera, so maybe in the 4-6 range.

Bunny's the tricky one since she might be pretending despite wanting to be a broken slave, so maybe a 2 or 3 in Trauma

Then Fanrel still sounds kinda free, so maybe just a 1 or 2 with her.

Mell sounds like she might have her trauma from her past life of abuse as the maid (Is she the same maid that was owned previously by Axdin and Freya?)

Then the other maybes could be Tilu, Belarin and possibly Bette and Esmee (with their trauma based on their lives after the caravan attack and their emotions now a bit messed up)

 

Not into the beast races, but it sounds like Waits at Attention and Fell In Briars could maybe start with some Trauma

That's a nice list, and it's in line with what I wanted to do in the next update. Good to know that it has a noticeable effect.

And yes, she's the same maid.

Posted

I had a small suggestion for compatibility with Skald's Mail. I don't know how popular it is among Enthralled users but I always use it and I think compatibility would be pretty simple.

 

Basically the mod adds mailboxes to all the inns in Skyrim and you can rent/buy one and all of your mail goes there instead of a courier being dispatched. By default the courier still delivers "important" things, but you can completely disable him as well. The incompatibility is when you do a rescue mission and you get the money sent to you later, the letter gets deposited in the mailbox, but the gold never does.

 

I have two observations that might be useful in making a patch, if you are interested. 

    1. The vanilla "Letters of Inheritance" (that come with 90 gold) work properly with the mailboxes and the gold is there, so it seems possible somehow using vanilla means.

    2. Simple Taxes SE uses a cloned courier that looks and sounds the same as the regular one, but does not obey Skald's Mail settings and he will deliver directly to the player regardless. Second Great War uses completely unique couriers which behave the same way.

 

Posted
16 hours ago, crazymango54 said:

I had a small suggestion for compatibility with Skald's Mail. I don't know how popular it is among Enthralled users but I always use it and I think compatibility would be pretty simple.

 

Basically the mod adds mailboxes to all the inns in Skyrim and you can rent/buy one and all of your mail goes there instead of a courier being dispatched. By default the courier still delivers "important" things, but you can completely disable him as well. The incompatibility is when you do a rescue mission and you get the money sent to you later, the letter gets deposited in the mailbox, but the gold never does.

 

I have two observations that might be useful in making a patch, if you are interested. 

    1. The vanilla "Letters of Inheritance" (that come with 90 gold) work properly with the mailboxes and the gold is there, so it seems possible somehow using vanilla means.

    2. Simple Taxes SE uses a cloned courier that looks and sounds the same as the regular one, but does not obey Skald's Mail settings and he will deliver directly to the player regardless. Second Great War uses completely unique couriers which behave the same way.

 

Hadn't heard of that mod yet, I might use it for my next playthrough.

 

I did test it out, but it did work for me. The money didn't get set in the mailbox, but it was added to my inventory when I took the letter from the mailbox. Is the money not being added to your inventory?

 

A small thing to be aware of, the rescue quest for that location will not reset as long as you haven't picked up the reward note.

Posted
1 minute ago, a_random_user said:

I did test it out, but it did work for me. The money didn't get set in the mailbox, but it was added to my inventory when I took the letter from the mailbox. Is the money not being added to your inventory?

Ah, that is something I had not considered. I didn't hear any gold jingle noises when I last tried, but I didn't compare my gold total before/after either, so it's possible. I'll pay attention to that next time and see if it works.

Posted (edited)
1 hour ago, McLovin3 said:

So this looks promising

 

Rescue Missions at Skyrim Special Edition Nexus - Mods and Community

 

It looks like it was something the mod author just wanted to fiddle with, so odds of no improvement by the mod author himself are slim. But he made it full open permission

 

Also left a small guide on adding more captive points for more locations.

Interesting, it has some similarities with what I've been working on the past few weeks, a system I'm calling Lucky Find at the moment. Though there are also significant differences, this is what I've noticed after reading the page:

Both Rescue Mission and Lucky Find can place a NPC in a dungeon for the player to find, and the method is very similar. When the player enters an eligible dungeon, the game makes a percentage check to see if an NPC can be found there. If the check succeeds, an NPC is selected and moved to the dungeon.

 

A big difference is that Rescue Mission as a curated list of dungeons with manually placed locations. My Lucky Find system uses existing markers. As a result, Lucky Find can trigger on almost every clearable location in Skyrim, including mod added locations that have the right setup. I've tested it on a couple of Draugr, bandit, warlock, forsworn, falmer, and giant camps. I haven't tested Dwemer ruins yet, but expect those to simply work. I also haven't tried Solsteim or Forgotten Vale locations yet. I'm wondering if I have to make an explicit exception for the Forgotten Vale, because finding NPC there might be weird.
The only dungeons I've found that can't trigger Lucky Find are some smaller locations like watchtowers and animal dens.

 

Rescue Missions makes its default chance to find an NPC 100%, but because Lucky Find has a lot more possible locations, I wanted to make the default a bit lower, maybe like 10-20%. While I don't have an MCM (yet), I can make a console command to change the percentage.

 

I was also planning to make a couple unique NPC myself for my system, and allow SPID to add more, while Rescue Missions selects existing NPCs and works with exclusions. I'm also considering adding non-unique options if the unique options are used up.

 

As for options, Lucky Find will of course have an option to capture to PAH/DOM. It will also have a "free them" option, but I think there won't be an escort quest attached. Basically, you tell them that the coast is clear and let them run. That's because unexpected escort quests might get annoying.

A third option for the NPC is recruit them as a DOM slaver directly. I'm not certain of this yet, but I think it can work.
A fourth dialogue option is to put the NPC out of their misery, but I'm not certain of this. Especially on how I should handle it if the NPC is set as Essential.

 

None of this is set in stone yet. The system works on a separate esp now, but I can still easily change it before adding it to the Enthralled mod.

 

Edited by a_random_user
I've tested the Rescue Missions a bit more, found out that the start condition is the same as my system
Posted
6 hours ago, a_random_user said:

As for options, Lucky Find will of course have an option to capture to PAH/DOM. It will also have a "free them" option, but I think there won't be an escort quest attached. Basically, you tell them that the coast is clear and let them run. That's because unexpected escort quests might get annoying.

A third option for the NPC is recruit them as a DOM slaver directly. I'm not certain of this yet, but I think it can work.
A fourth dialogue option is to put the NPC out of their misery, but I'm not certain of this. Especially on how I should handle it if the NPC is set as Essential.

Sounds promising, and it would make sense to encounter captives in random dungeons from to time to time.

 

The existing options also make sense. I am not sure where you really plan to go with this but some other options could include some "micro-slavery" interactions such as demanding sex for the rescue (speech check) or just outright raping them. While the unexpected escort quest is definitely annoying, you could add an option to do it or not, so like you could just get to the outside of the dungeon and then have dialogue to dismiss them, or offer/assert that you will take them to a safe place personally. Escorting them yourself could lend itself to further interactions, and to go a step further would be to have these interactions eventually lead to full DOM enslavement with boosted stats.

 

For example, you rescue someone, pressure them into sex for the rescue, insist on escorting them to town yourself, pressure them into some other interactions along the way, and by then time you reach town, they have already submitted and you just end up with a slave with >60 resignation. At any point the player would be able to change their mind and decide to cut them loose or dump them at a town, or decide to go all the way and keep them permanently. Of course the option of initial and immediate enslavement should still be there, but the tradeoff would be no training bonuses. The choice then becomes whether you want to spend time traveling around and roleplaying for a while, instantly capturing and training like a normal DOM slave, or if you just want some quick sex and then move on.

 

As far as executing them, it's probably a good option to include just in case, the NPCs could be set to protected to make them killable by the player, and one thing DOM does already is when you promise to sacrifice a slave, then tell them it's time for the sacrifice, their health gets set to 1 so they die instantly, you could do something similar if you wanted such an option.

Posted (edited)

The Lucky Find sounds like a blast.

A Console Command sounds appropriate on the odds until Enthralled gets enough customizable features that a MCM would be best

 

 

 

  

On 3/1/2026 at 8:40 PM, crazymango54 said:

Sounds promising, and it would make sense to encounter captives in random dungeons from to time to time.

 

The existing options also make sense. I am not sure where you really plan to go with this but some other options could include some "micro-slavery" interactions such as demanding sex for the rescue (speech check) or just outright raping them. While the unexpected escort quest is definitely annoying, you could add an option to do it or not, so like you could just get to the outside of the dungeon and then have dialogue to dismiss them, or offer/assert that you will take them to a safe place personally. Escorting them yourself could lend itself to further interactions, and to go a step further would be to have these interactions eventually lead to full DOM enslavement with boosted stats.

 

For example, you rescue someone, pressure them into sex for the rescue, insist on escorting them to town yourself, pressure them into some other interactions along the way, and by then time you reach town, they have already submitted and you just end up with a slave with >60 resignation. At any point the player would be able to change their mind and decide to cut them loose or dump them at a town, or decide to go all the way and keep them permanently. Of course the option of initial and immediate enslavement should still be there, but the tradeoff would be no training bonuses. The choice then becomes whether you want to spend time traveling around and roleplaying for a while, instantly capturing and training like a normal DOM slave, or if you just want some quick sex and then move on.

 

As far as executing them, it's probably a good option to include just in case, the NPCs could be set to protected to make them killable by the player, and one thing DOM does already is when you promise to sacrifice a slave, then tell them it's time for the sacrifice, their health gets set to 1 so they die instantly, you could do something similar if you wanted such an option.

 

I think maybe some random incidents could happen during the escort (not hostile related).

Like Them tripping and falling from an injury, tiredness or lazyness. In which you can then heal them, insult them, lie and give them a potion that actually messes with them or gets them drugged or dunk, locking (removing) their shackles if they have some, or give them shackles (Not sure the best way to work that in), lie about a hostile being near them, comfort them with words or sex or rape them.

The escort to outside scenario could be As if someone is waiting for them outside (in which you could capture, kill or varying DoM ransom like scenarios to the person waiting outside). It could be like a hidden bonus that triggers someone waiting outside depending on how you treated the captive during the escort (whether the treatment was bad or good). It could also be like a sort of "re-roll" of finding someone better outside from the rescue

Like say that captive generates an artificial spouse/fiance that suddenly appears outside when the captive lost their virginity (They could even start with virignity lost as a random element of this scenario). And scenarios that may pop up here. They could go hostile, or abandon their spouse/fiance ("Disowned" i guess) after seeing them submitted, crushing the captive and boosting their stats

 

 

 

 

I'm getting memories of Sexy Bandit Captives from all this

SBC was an interesting experience

The current 91 Unique Captives with several personalities that show during the rescue/capture process has (and probably always will) be tempting, but it had its problems and unfortunately that sucked some of the fun out of the mod.

 

I guess the things that irked me was the first random picked captive you found you had to free and progress through the mod's questline in order to free that slave which then makes the other captives show up.

I had no experience with console quest skipping at the time, but the questline I think is a bit more advanced compared to your normal modded quests. (Maybe I'll give it another go if I can get quest skipping working right without messing or removing the first picked captive from the captive list)

 

And then there was no point in the PAH/DoM integrated enslave dialogue option, which required a filled black soul gem after they fully submitted and offered no bonuses to that girl's slave stats doing that when you can just enslave with the normal PAH/DoM methods right then and there when finding them.

This looks more possible and fixable now with the things like how you did during the main Enthralled quests of having your girls PAH/DoM's stats raise based on your actions.

I wonder, providing if you or anyone else decides to pursue doing this, if it would be best to contact  @TrollAutokill so that can be put into DoM's Sexy Bandit Captives patch so people aren't scouring Loverslab looking for this.

 

 

 

 

I suppose on that topic if there was another mod I'd recommend to get the "Enthralled treatment" of having them start or get increased PAH/DoM stats, it would probably be Pyreite's Damsel in Distress series of mini mods.

 

DiD0 is your simple captive-like follower mod with them being bound and naked in hostile locations (12 girls)

 

DiD1 is Civil  War theme of comfort slaves for the Civil War camps of captured girls of the opposing faction + 2 girls who appear and become followers or slaves at the end of the Civil War depending on the outcome (25 +2 girls). This could've been a great reward for Conquest of Skyrim as your take over the Civil War Camps but I think all of Conquest of Skyrim's Camps that you raid are all newly custom ones.

 

DiD2  (The Caged Rose) was my personal favorite as it had choices for this micro-quest and even though the selection is small on the number of girls, they were all in one small location. (6 girls)

 

DiD3 is more Creature/Falmer themed of the captives of them being used as breeding slaves and their locations. Half of the selection are temporary generic girls though, never bothered trying this one despite the large number (16 Followers + 13 non + 26 generic = 59)

 

DiD4 (Just Punishment) (About 1-3 slaves per hold jail. Total 16 girls) I had an odd issue that caused a crash If I tried having Sex with Enthralled's Yattava with the issue pointing to DiD4. I decided it was better to simply not use it anymore as this + Enthralled + hydra Slave girls made the major jails way too crowded.

edit: And apparently DiD4 just added only one slave to Dawnstar's jail. If I had to guess her spawn was probably the exact location of Yatava's which was what messed with things

 

DiD5 is player enslaved themed, and not much detail on the other girls added. Either way I Ignored this one.

 

 

DiD0 and 3 would be a great one to test SPID-ifying them into your Lucky Find idea.

 

 

Edited by McLovin3
Posted
On 1/26/2025 at 6:10 AM, DSkyler said:

I bought Curime from Belethor and it took the 600 gold but all Belethor says is that I can find her at the Chillfurrow Farm Stables, to which theres none and running around outside the Whiterun walls I can't find her anywhere. I do have PAHE and DOM installed is there something I'm doing wrong? Is there an order I have to "collect" the NPCs in?

has anyone found a fix ? i have the same problem....she is not there but the marker is there and i can see it

Posted
4 hours ago, mj011989 said:

has anyone found a fix ? i have the same problem....she is not there but the marker is there and i can see it

I've never been able to replicate the problem or find a cause for it. If the marker is there but she isn't, then maybe the script failed to enable her. One possible solution to try is to manually enable Curime through the console. Make a hard save before doing anything with the console to be save.

First, you need Curime's refID, it will be in the from FExxx9D0

The xxx are dependent on your load order and will be the same for all Enthralled NPC in your game. You can see it in the right panel in MO2. If you don't see it or don't use MO2, you can also find it ingame: type help "Curime" into the console and this will give you Curime's baseID. The baseID will be in the form FExxx9CF. This way you'll know the value for the xxx.

 

Next, you select her, enable her, and just to be sure you can move her to the player

prid FExxx9D0

enable

moveto Player

 

This should result in Curime standing near you. If the dialogue doesn't work, check if the quest properly launched with

sqv PqTh01

 

Posted (edited)

I use this mod to reduce the need to memorize IDs for finding placed NPCs. Also great to get them to move to you, or to move to their position to find where they are at.

 

Where Are You - Lookup And Track Followers and other NPCs at Skyrim Special Edition Nexus - Mods and Community

 

I tend to use it quickly nab Tridi when "speedrunning" the sisters quest so I don't have to do the radiant dungeon part she is at after Soin's part of the questline.

 

Haven't had the issue on Curime with me as of yet, but Where Are You I'm sure it can be used to help fix things up (even if you need to enable her, there's an enable/disable option on the wheel on NPCs you look up)

Edited by McLovin3
Posted

Hello again, 

Been dealing with some issues still, most likely installing errors or I messed something up in load order.  

I was just wondering if anyone would know the reason why i absolutely cannot enslave any of the named rescue npcs that are listed on the description page that when rescued go to specific inns. I tried every dialog option, I tried to enslave while sneaking without even talking to them, I tried killing them and using DOM necromantic abduction spell even, their dead body resisted the spell. I even took them back to inn got paid and returned later to try and at least got the animation to play and they laid on the ground but the dialog options were all as if they are now following me.

No clue what to do to fix this. I tried to remove both DOM and this mod and reinstall both, I tried all versions of DOM 7 available to download so am lost now. Any suggestions would be awesome 

Posted
6 hours ago, tgrant349 said:

Hello again, 

Been dealing with some issues still, most likely installing errors or I messed something up in load order.  

I was just wondering if anyone would know the reason why i absolutely cannot enslave any of the named rescue npcs that are listed on the description page that when rescued go to specific inns. I tried every dialog option, I tried to enslave while sneaking without even talking to them, I tried killing them and using DOM necromantic abduction spell even, their dead body resisted the spell. I even took them back to inn got paid and returned later to try and at least got the animation to play and they laid on the ground but the dialog options were all as if they are now following me.

No clue what to do to fix this. I tried to remove both DOM and this mod and reinstall both, I tried all versions of DOM 7 available to download so am lost now. Any suggestions would be awesome 

Just a sanity check here, did you have enough money in your inventory to buy them? The dialogue option to buy them only appears when you have the coin.

 

The fact that DOM enslaving is blocked for capture and resurrection is worrying though. Enthralled doesn't block those options, so they should work even if the buying quest fails. It might be that you have some mod that interferes with DOM's enslavement process. I would advise making a minimalist profile in your mod organiser (works for both MO2 and Vortex) that only has the mods required for DOM and for Enthralled and see if the problem still exists on a character in that profile. If the problem is fixed, start enabling mods until the problem starts again, and then you know which mod causes things. The fastest way to do it is by enabling half your remaining mods each time, and disabling a portion of them once the problem restarts until you've narrowed it down.

Posted

Hi

Im using this, DOM, the patch, and the part for KSHair and High Poly faces, with as far as i can tell all the requirements, Bette and Curime look fine, so things seem to be working, but fanrel, one of the unqiue rescuable slaves, their face is all messed up, discolored, neck too big for the body, etc. Is this an issue with the mod or have I done something?

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