Jump to content

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


Recommended Posts

Posted
Spoiler
3 hours ago, a_random_user said:

DOM_Mind, there's also a variable DOMTraumaInDays on DOM_Core that is always equal to timer_for_broken.

I believe all the actual math is done in DOM_Mind, including the effect of personalities. The variable timer_for_broken is updated in the event OnMoodUpdateGameTime() of the broken State. It is not dependant on any personality there.

 

However the value is used to determine thresholds for loyalty and love state. For example, for loyal state you need a minimum trauma of (7.0/(MOD_Diligent+1.0)) as int

MOD_Diligent is a combination of Conscientiousness, Toughness, and dominant personality. Most personality modifiers in DOM are combinations of traits.  

The MOD_ can have a value from 0.002 to 5.

 

Calculating this, a character with a very high diligent modifier (100 conscientiousness, 100 toughness, 0 submissiveness) has a modifier of 5, and a minimum trauma of

(7.0/(5.0+1.0)) as int = (7.0/6.0) as int = 1.17 as int = 1

So this slave would need 1 trauma before they can become loyal

 

On the other end of the spectrum, a very low diligent modifier (0 conscientiousness, 0 toughness, 100 submissiveness) has a modifier of 0.002, and a minimum trauma of

(7.0/(0.002+1.0)) as int = (7.0/1.002) as int= 6.99 as int = 6

This slave would need a minimum of 6 trauma to become loyal.

 

As these are the extreme values for diligent, a character needs between 1 and 6 trauma before loyalty is possible. I suspect a character that is resistant to trauma will need more trauma before loyalty is an option, a character weak to trauma needs less. 

 

Note that these are minimum values, it only means that there is a chance of the character becoming loyal.

 

The chance itself depends on a lot of factors, and most factors are modified with a personality modifier:

trauma, MOD_Anxiety

Submission, humiliation, respect, resignation, fear, anger training, MOD_Impressionable

The loyal training you already have, MOD_Impressionable

number of praises, MOD_Hope

number of times you chatted, MOD_Empathy

number of times in shock, MOD_Modesty

number of times broken or brainwashed, MOD_Sincerity (more important than other number counters)

number of trainee, MOD_Insensitivity

number of trainer, MOD_Criminality

 

If the NPC is wearing armor or has a weapon increases the chance by 1% each. If they are a freed slave, that's 50% bonus.

 

The player's Deceiver skill is also factored in. modified by the characters manipulation sensitivity and a bunch of other factors. 

 

Those numbers are then added together in a couple of factors, which are then multiplied by each other.

 

 

Honestly, I would be amazed if someone fully understood the inner working of loyalty and love mechanic without looking it up.

 

 

 

 

I see, thank you for the breakdown. All of these inner workings basically lead to different conclusions about a slave's training journey based on the major parts of their personality, so like you showed, a diligent slave falls in love with less trauma, while a thorough slave (perfectionist) gains resignation faster. This basically means that a diligent slave is very malleable just in general, and if they are a perfectionist on top of that they are basically the perfect servant. 

 

I recognize some of those MOD_ values from the personality profile, where a slave says they are resistant/sensitive to hope, anxiety, empathy, etc. I would assume that means that the way to get them to loyal is basically exploiting whatever variables they are weak to, thus inflating the overall equation and boosting the chance. E.g. where one slave is resistant to anxiety but sensitive to hope, you would want to exploit praising them as that would contribute the most to the chance calculation per action. That's just an assumption though, I'm not 100% confident about that.

 

I do recall Troll saying at one point that the way to get to loyal is basically making sure you are hitting all of the types of abuse and comfort more or less equally, specifically saying that 19 pain punishments and 1 scold is always better than 20 pain punishments, etc. 

 

It's interesting though because it seems like the more sensitive they are to trauma, the more trauma they actually need to get a loyal mood. High submissiveness and low toughness both make training generally easier, but also make the minimum trauma value higher, which in turn makes it harder to cause a loyal mood. It's almost like you want those slaves that are hard to train, because the rewards are generally all at once, i.e. you could get a loyal mood at like 65 resignation on some slaves, even though it might take three days, rather than 100 in most categories right away but no loyal mood for a week.

 

There's a lot to think about. I've been trying to come up with new training strategies because I have caught myself a few times getting stuck in the loop of whip, scold, repeat for a while and I have to remind myself of how complex all of this really is. Nothing kills it more for me than feeling like I am in a rut.

 

On a personal note, what's your basic strategy? Let's say in the circumstance of just trying to capture and sell a random slave to a dock slaver for a decent price. What's your default method? I welcome replies from anyone else who is interested in sharing.

Posted
On 4/13/2026 at 2:02 AM, crazymango54 said:

I do recall Troll saying at one point that the way to get to loyal is basically making sure you are hitting all of the types of abuse and comfort more or less equally, specifically saying that 19 pain punishments and 1 scold is always better than 20 pain punishments, etc. 

That's a result of the maths here. DOM uses a lot of calculations in the form of result =x*y*z, which is maximally efficient if all factors are equal. Looking at it another way, each factor reinforces the rest. So even a small amount of scold will amplify the large amount of pain punishment you have.

 

 

On 4/13/2026 at 2:02 AM, crazymango54 said:

It's interesting though because it seems like the more sensitive they are to trauma, the more trauma they actually need to get a loyal mood. High submissiveness and low toughness both make training generally easier, but also make the minimum trauma value higher, which in turn makes it harder to cause a loyal mood. It's almost like you want those slaves that are hard to train, because the rewards are generally all at once, i.e. you could get a loyal mood at like 65 resignation on some slaves, even though it might take three days, rather than 100 in most categories right away but no loyal mood for a week.

Worth pointing out here is that not all factors are equal in the MOD, Conscientiousness is the most important, second is toughness, dominant is last. So a high Con slave is still reasonably to make loyal even if they are weak and submissive.

 

The values for the love status are also different. For one, Love has more hard prerequisites (need shock and broken and praise, sex or flatter, and you need sufficient trauma. And the minimum here is 3.5/(MOD_Manipulation+0.5). Which can be less than a day, and up to 7 days. 

Mod_Manipulation is calculated based on -openness (better at low open), +submissiveness, +emotionality, in that order.

 

If you want to know the full details, I advise checking out the Function ChanceInlove() and Function ChanceLoyal() in DOM_Mind.psc

 

On 4/13/2026 at 2:02 AM, crazymango54 said:

On a personal note, what's your basic strategy? Let's say in the circumstance of just trying to capture and sell a random slave to a dock slaver for a decent price. What's your default method? I welcome replies from anyone else who is interested in sharing.

I haven't played a long playthrough in quite a while now. Each time I start one I get a new mod idea, and I abandon the run so I can test the new idea.

What I usually do first is Threaten for something common, like running away. Then I usually have to punish them for something. I try to vary the punishment types, so pain, humiliation, scold, ... I try to get resignation up fast. A Promise here can work as well, but I'm not entirely certain if a Promise only works if it's fulfilled or if breaking promises give a bonus as well.

Add in a bunch of extra commands, like checking them out, checking their price, stripping, masturbating, posing. These either work, which gives bonus training and praise reasons, or they give a valid reason for more punishment.

At that point they usually need comforting, I can never remember which comfort is good for which stat and personality so I usually experiment a bit.

 

During all that, I try to find out their kinks as well. Kink->masturbate->sex can be an efficient combo.

I also try to figure out how flatter and insult works on them, and use that type from time to time.

 

Once their stats are high enough, I add in Must Be Respectful. Respect is one of the 4 most important training stats for price.

 

Usually, I don't do it all at once. I do a couple of commands and then leave to do some stuff, leaving them tied up. 

 

To get into the precise mathematics here: the training modifier in DOM_Generator.psc goes from 2.02 (at 0 training) to 22.4 (everything at 100)

 

The four most important stats are Resignation, Submission, Respect, and Humiliation. Getting those 4 up to 100 brings the modifier to 17.2. Those four are multiplicative, so they reinforce each other. Again, most efficient to get them equal. All other stats are additive, they don't reinforce other bonuses. Most of these minor stats give a bonus of +stat/200 to the modifier, so at most +0.5, which isn't a lot. Combat gives +stat/100 and pose gives +stat/150, so those two are slightly more important than the rest.

Also worth to do a quick check of their base attributes health, stamina, magicka. If their combined value is low the final price is never going to be high. 

 

Posted (edited)

There seems to be a bug with the prisoner Yrsild, one of her the answers you can give her since the update is "The year 201 of the fourth age" and suddenly she talks about beeing imprisoned or time traveling and some adventureing party i think, which is unrelated to the guard backstory she tells.


Also Fjora for some reason has only vigilant of stendar dialogue

Edited by Zurk
Posted
2 hours ago, Zurk said:

There seems to be a bug with the prisoner Yrsild, one of her the answers you can give her since the update is "The year 201 of the fourth age" and suddenly she talks about beeing imprisoned or time traveling and some adventureing party i think, which is unrelated to the guard backstory she tells.

I've found the problem, a missed condition on the dialogue option. It's actually an option for Ivela.

 

2 hours ago, Zurk said:

Also Fjora for some reason has only vigilant of stendar dialogue

For Bloodlines compatibility, Fjora has the VigilantOfStendarrFaction rank -1. This shouldn't lead to dialogue only rank 0 and higher. Could you check what Fjora's rank in that faction is? It might have changed for some reason.

Posted (edited)
1 hour ago, a_random_user said:

For Bloodlines compatibility, Fjora has the VigilantOfStendarrFaction rank -1. This shouldn't lead to dialogue only rank 0 and higher. Could you check what Fjora's rank in that faction is? It might have changed for some reason.


Before speaking to her and during the battle she is VigilantOfStendarrFaction rank -1 after the duel and her beeing enslaved she is VigilantOfStendarrFaction rank 25, i made her appear via the console(set PqReputationCounter to 5)

Edited by Zurk
Posted
27 minutes ago, Zurk said:

Before speaking to her and during the battle she is VigilantOfStendarrFaction rank -1 after the duel and her beeing enslaved she is VigilantOfStendarrFaction rank 25, i made her appear via the console(set PqReputationCounter to 5)

Bizarre, nothing should change that faction. Are you using PAH or DOM?

I'll test it out. Thanks for the report.

 

You can probably fix it with the console, select her and

removeFromFaction VigilantOfStendarrFaction

or 

addToFaction VigilantOfStendarrFaction -1

 

Posted
11 hours ago, a_random_user said:

I haven't played a long playthrough in quite a while now. Each time I start one I get a new mod idea, and I abandon the run so I can test the new idea.

I do the same but for character ideas, I haven't had a character go past level 20 in years, level 10 is even more common.

 

11 hours ago, a_random_user said:

At that point they usually need comforting, I can never remember which comfort is good for which stat and personality so I usually experiment a bit.

Makes sense, I wrote down some notes a while back using the steam overlay notes so I can see that kind of stuff in game. The comfort options are: threaten for resignation, rape for submission, punish for fear. I never wrote down the others as I usually didn't need help min/maxing them.

 

11 hours ago, a_random_user said:

Also worth to do a quick check of their base attributes health, stamina, magicka.

So this made me laugh because I just saw how that gets calculated. I have been using SkyValor for over a year now, and it basically sets the base health AV for all playable races to 300 from 100, and then triples all the base damage of all the weapons and spells. So a level 1 Bandit has 300 health and a level 12 Bandit has 450 health, and then they are capped at 600 health, but a steel greatsword does like 90 dmg without any perks. The idea is basically to address overly tanky high-level enemies, so the scaling is comparatively very low vs. vanilla, meaning damage goes up a lot faster than health, so combat stays relatively lethal throughout the game. Stamina and Magicka are unchanged.

 

Bottom line, my numbers have been inflated this entire time and I never really noticed. I'd be interested to see how much it's padding my sales lmao. By my calculations, it looks like a slave with 300 health would be worth 1.67x more than one with 100, so apparently I have been playing on easy mode this entire time, but I swear it never felt that way, I always found the prices to be fair. But then again I've never bothered to level the slaver skill very much... I'll have to see if there's anything I can do about that in-game to balance it out.

 

Thank you for sharing your training strat, it makes a lot of sense. I've always neglected humiliation training because I had no idea it was so important to the overall value. 

 

Posted (edited)
16 hours ago, a_random_user said:

Bizarre, nothing should change that faction. Are you using PAH or DOM?

I'll test it out. Thanks for the report.

 

You can probably fix it with the console, select her and

removeFromFaction VigilantOfStendarrFaction

or 

addToFaction VigilantOfStendarrFaction -1

 

 

I am using only DOM(7.12.9_SE) without PAH installed
Fjora only has standard vigilant of stendar topics as well as well as the DoM topics, but none of her usual quest/sister topics

Edited by Zurk
Posted
40 minutes ago, Zurk said:

 

I am using only DOM(7.12.9_SE) without PAH installed
Fjora only has standard vigilant of stendar topics as well as well as the DoM topics, but none of her usual quest/sister topics

Do you have cloning turned on perhaps? If you select her in the console, are the first numbers of her refID FE or FF?

Posted (edited)
30 minutes ago, a_random_user said:

Do you have cloning turned on perhaps? If you select her in the console, are the first numbers of her refID FE or FF?

You where correct cloning for unique npcs on capture was on. Deactivating it fixed the fjora issue, thanks.

Edited by Zurk
Posted

Liked the new Lucky Find system, especially the option to recruit captive as a slaver. Maybe this option should be there for captives from other rescue quests too? I could definitely use Axdin as a slaver.

Posted

1.7.1, safe to update. Only main file and DOM patch require updating from 1.7.0

 

New:
*If Fjora is killed after the duel, Tridi now survives. Instead she'll be added to the dock slaver sale list

*Dock slavers: increased the number of slaves for sale from 1 to 3.
*Dock slaver sale: added an additional check, if the NPC on sale has a DOM json, it will be read before any training factions are assigned. Used for NPC assigned through SPID

*Rescue quest: new option to recruit the captive as a trainer instead of enslaving/freeing them. DOM only. (placed on stage 220 of each quest)
Note: for some reason DOM slavers sometimes stay stuck in their captured pose, using DOM's "stuck" key (default on k) fixes this

*rescue quest's journal note will now mention which city you got the quest from

 

Fix:
*Fixed a condition on Ivela's dialogue option.
*Fixed a condition on Lucky Find dialogue which ran during escorts

*Added a check on recruiting DOM slavers: if a non unique NPC is generated by Enthralled, they won't be cloned upon recruitment. This prevents sudden aggro and changing of inventory.

*Removed some more unneeded dialogue views to free up some editorIDs

 

 

 

I found a couple of mistakes on dialogue conditions and wanted the fixes out asap. I managed to finish some of the suggestions people have brought up in the comments, like having Tridi survive Fjora by @McLovin3, adding more slaves on sale on the docks by @LeonardoGarr, and including the slaver recruiting to other rescue missions by @Coom Nation.

 

About the dock slavers: I kept it to three slaves at a time to prevent it from become unmanageably busy. I can expand it in the future if it's found reasonable.

Posted (edited)

1.7.1a: small mistake on the first upload, 1.7.1 missed a few script files. v1.7.1a should work correctly.

Edited by a_random_user
Posted

I started a new playthrough on 1.71a and it seems that 100% chance to get unique npc on rescue quest does not work. I just did my first rescue mission in Orotheim and got generic redguard slave.

Posted

Also I'm unable to sell the said slave to Cidhna mine, the dialogue option is just not there. I remember in my previous playthrough it was something like: I'll let the guards take care of you now. Now there is no option like that in dialogue with the slave.

Posted
3 hours ago, Coom Nation said:

Also I'm unable to sell the said slave to Cidhna mine, the dialogue option is just not there. I remember in my previous playthrough it was something like: I'll let the guards take care of you now. Now there is no option like that in dialogue with the slave.

Do the guards have their dialogue?

Posted
3 hours ago, Coom Nation said:

I started a new playthrough on 1.71a and it seems that 100% chance to get unique npc on rescue quest does not work. I just did my first rescue mission in Orotheim and got generic redguard slave.

This likely is some Skyrim weirdness. The quest will first look for a unique actor. If none are found, a non unique is generated. So for some reason the engine didn't find one of the options there and made a new one to compensate.

I hadn't seen it happen before, but knowing Skyrim, it doesn't surprise me that it sometimes messes up. If this is a regular issue there might be more going on, but an occasional miss from the engine is possible.

 

 

As for the sale, that might be something else. The quest uses a zaz faction that both pah and dom use to mark slaves. Could you check if the NPC is in the faction ZbfFactionSlave?

The selling in the jail hasn't chanced in the latest update, so that shouldn't be the source of the issue.

 

 

I'll do some additional testing to try and recreate the issue.

 

 

Posted

Thanks for adding to my idea. An interesting suggestion would be if you could sell slaves to any NPC, and those NPCs could then whip and have sex with the slave. This isn't available in any mod.

Posted
52 minutes ago, Coom Nation said:

It says ZbfFactionSlave rank-1

using 

setFactionRank ZbfFactionSlave 0

might be a temperorary fix on this NPC. Normally DOM sets that faction, I'll check if something changed in the latest updates.

Posted
43 minutes ago, LeonardoGarr said:

Thanks for adding to my idea. An interesting suggestion would be if you could sell slaves to any NPC, and those NPCs could then whip and have sex with the slave. This isn't available in any mod.

 

Buyers from AYGAS should do that.

But I think how the buyer treats the slave depends on their occupation and possibly the slaves' stats.

Posted
43 minutes ago, a_random_user said:

might be a temperorary fix on this NPC

It worked, thanks. TAK said in the notes to the latest DOM version that he avoided adding factions to prevent friendly enemies bug, might have something to do with it.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...