natybs Posted July 7 Posted July 7 On 6/18/2026 at 9:40 PM, foreveraloneguy said: That's what I suspected; that they were generated in racemenu. That's why NPCs sometimes show up with multiple warpaints. What I'd hoped is that you were using something that replaced the warpaints. Given the options of grey face or NPCs with multiple warpaints, I chose to edit the plugin and remove the warpaints from the NPCs, which doesn't affect how they normally look since I didn't regenerate anything. And FYI, face discoloration fix doesn't cause this issue. What it does do is regenerate the facetint and head when either fails to load, and it regenerates them from the whatever is configured in the plugin. In this case, a bunch of warpaints. any chance you could share your fix for this? the multiple makeups are annoying
foreveraloneguy Posted July 8 Posted July 8 7 hours ago, natybs said: any chance you could share your fix for this? the multiple makeups are annoying I opened the plugin in CK and removed the tintmasks, so not really a fix. More like a work around for the facetint fails to load and face discoloration fix does its thing.
a_random_user Posted July 8 Author Posted July 8 7 hours ago, natybs said: any chance you could share your fix for this? the multiple makeups are annoying 13 minutes ago, foreveraloneguy said: I opened the plugin in CK and removed the tintmasks, so not really a fix. More like a work around for the facetint fails to load and face discoloration fix does its thing. I wonder what's causing the facetints to fail to load. It's not something I've yet to encounter in my own testing. It could be caused by load order problems, where the meshes from an appearance patch don't overwrite the main file. That would be a quick fix, make sure that patches overwrite the main file (in MO2, it must be lower on the left window, in Vortex an overwrite rule set up). IIRC Face Discoloration Fix overwrites the stored texture file, so it might be worth it to reinstall the main file (main file is the only one with textures). There were also some users who ran into problems because they had the KSHairdos patch, but their version of KSHairdos was out of date. If it's something else, I don't know what.
natybs Posted July 8 Posted July 8 25 minutes ago, a_random_user said: I wonder what's causing the facetints to fail to load. It's not something I've yet to encounter in my own testing. It could be caused by load order problems, where the meshes from an appearance patch don't overwrite the main file. That would be a quick fix, make sure that patches overwrite the main file (in MO2, it must be lower on the left window, in Vortex an overwrite rule set up). IIRC Face Discoloration Fix overwrites the stored texture file, so it might be worth it to reinstall the main file (main file is the only one with textures). There were also some users who ran into problems because they had the KSHairdos patch, but their version of KSHairdos was out of date. If it's something else, I don't know what. 49 minutes ago, foreveraloneguy said: I opened the plugin in CK and removed the tintmasks, so not really a fix. More like a work around for the facetint fails to load and face discoloration fix does its thing. i managed to get them to load properly when i switched my npc replaces mod to botox, and am useing nothing accept kshair, botox, and fair skin. no high poly heads. 1
natybs Posted July 8 Posted July 8 55 minutes ago, natybs said: i managed to get them to load properly when i switched my npc replaces mod to botox, and am useing nothing accept kshair, botox, and fair skin. no high poly heads. accept the npcs dont have kshair on them anymore but there faces are ok. i cant seem to find a patch for just kshair for this mod
natybs Posted July 8 Posted July 8 5 hours ago, natybs said: accept the npcs dont have kshair on them anymore but there faces are ok. i cant seem to find a patch for just kshair for this mod but yeah, seems even if you only pick one patch, you cant have any botox or high poly anywhere else unless its the one you ahve the patch for. might be able to fix this in xedit, jsut remove the npcs from one of the replacer mods so they only spawn the facegen files from the other one. and blackface fix seems to reload the facetinit. might be able to remove the npcs from that mod too in xedit so it doesnt toutch them idk if that possible though.
a_random_user Posted July 8 Author Posted July 8 6 hours ago, natybs said: accept the npcs dont have kshair on them anymore but there faces are ok. i cant seem to find a patch for just kshair for this mod There isn't one. It's either Vanilla, Botox, or KSHairdos + High Poly Head. Making more than 3 appearance versions would drive me insane. It would be possible to do yourself though starting from the HPH+KSHairdos patch, by finding the High Poly Head part and changing it to the vanilla one, and cleaning masters in xEdit. 54 minutes ago, natybs said: but yeah, seems even if you only pick one patch, you cant have any botox or high poly anywhere else unless its the one you ahve the patch for. might be able to fix this in xedit, jsut remove the npcs from one of the replacer mods so they only spawn the facegen files from the other one. and blackface fix seems to reload the facetinit. might be able to remove the npcs from that mod too in xedit so it doesnt toutch them idk if that possible though. If you're going to remove NPC from the patch, don't forget to also disable that NPC's mesh file from the patch. Dark face bugs are often caused by a mismatch between the winning esp and the winning mesh.
natybs Posted July 8 Posted July 8 10 hours ago, a_random_user said: There isn't one. It's either Vanilla, Botox, or KSHairdos + High Poly Head. Making more than 3 appearance versions would drive me insane. It would be possible to do yourself though starting from the HPH+KSHairdos patch, by finding the High Poly Head part and changing it to the vanilla one, and cleaning masters in xEdit. If you're going to remove NPC from the patch, don't forget to also disable that NPC's mesh file from the patch. Dark face bugs are often caused by a mismatch between the winning esp and the winning mesh. an easier solution i found is to just use the kshair smp wigs 1
Jaquavius Posted July 17 Posted July 17 What exactly is the "HSH Torch Patch"? It comes pre-selected in the FOMOD, but I don't know what it's for.
a_random_user Posted July 17 Author Posted July 17 7 hours ago, Jaquavius said: What exactly is the "HSH Torch Patch"? It comes pre-selected in the FOMOD, but I don't know what it's for. I think you wanted to post this to the Home Sweet Home page, this is for Enthralled. I don't work on HSH. To answer your question to the best of my abilities: it changes the conditions on the torch holding idle animation. ZAZ also made edits to those animation. The patch specifically changes the check from a torch, to a check from a light that is wearable. If I had to guess for the reason, there are actually multiple torches in the game, some create shadows and some don't (the non shadow version is by far the most common, but people might have gotten the shadow version from mods). The original implementation would only work for a specific torch, while the new implementation would work for every torch. Maybe some players were giving torches to their HSH slaves and wondering why they refused to hold them, not realising that they gave the wrong type of torch?
Coom Nation Posted July 24 Posted July 24 Just started playing with new version and noticed that Shawia, slaver from the auction, has human hair. Is it intended?
a_random_user Posted July 24 Author Posted July 24 54 minutes ago, Coom Nation said: Just started playing with new version and noticed that Shawia, slaver from the auction, has human hair. Is it intended? The pony tail thing? That's a vanilla Khajiit hairstyle. It's included with the earrings she has.
Coom Nation Posted July 24 Posted July 24 29 minutes ago, a_random_user said: The pony tail thing? Not only ponytail, the whole hairstyle. I thought it was a bug because hair and fur are different colour.
a_random_user Posted July 24 Author Posted July 24 (edited) 1 hour ago, Coom Nation said: Not only ponytail, the whole hairstyle. I thought it was a bug because hair and fur are different colour. Yes, turns out that in Skyrim, Khajiit can have head hair, and the color is independent from the fur color. I didn't even realise it was unusual, but thinking about it, most khajiit in the game don't have it (or have covered their head). I'll play around with it, and if it's too distracting, I'll change her. Edited July 24 by a_random_user 1
crazymango54 Posted July 30 Posted July 30 Would you consider making the "worker" requests more like standing orders? What I mean is that the brokers would always accept a slave that fits the worker requirements for the worker rate, just on an ongoing basis. This would solidify a nice gameplay loop where you can buy a slave for 750 from a jail and resell for 900 with only a little training, I feel like that profit margin is fair for the amount of work it usually takes to meet worker stats. This also fits as another option next to turning in bounties at the jails: you can get 500 outright, or 900 if you train them a little first. It still makes sense to have to go to one of the slavers for larger transactions, but I feel like being able to reliably flip shitty little workers while you're starting out would be nice. Curious what you think, thank you. 2
a_random_user Posted August 3 Author Posted August 3 On 7/30/2026 at 8:39 PM, crazymango54 said: Would you consider making the "worker" requests more like standing orders? What I mean is that the brokers would always accept a slave that fits the worker requirements for the worker rate, just on an ongoing basis. This would solidify a nice gameplay loop where you can buy a slave for 750 from a jail and resell for 900 with only a little training, I feel like that profit margin is fair for the amount of work it usually takes to meet worker stats. This also fits as another option next to turning in bounties at the jails: you can get 500 outright, or 900 if you train them a little first. It still makes sense to have to go to one of the slavers for larger transactions, but I feel like being able to reliably flip shitty little workers while you're starting out would be nice. Curious what you think, thank you. I've thought about it, and I'm not certain. On the one hand, I understand the appeal of getting a reliable method of selling a mid trained slave for a decent price. On the other, there are some implementation issues to consider. The slave traders already buy all slaves for their worth, but they are also the current quest givers in their holds. Would this give them 2 prices to implement, or is the worker acceptance only for the quest givers like Belethor? And the worker price has both a top and a floor, with a bonus if you're between them, so it can't just be to use the worker price once their training gets high enough. Part of me wonders if this is not a issue with how the price is calculated, with value being too low for mid trained slaves, particularly in the early game where the attribute factor of them is very low. One way to solve the quest giver issue is to keep the worker quest as it is, but also add a new buyer (or buyers) in Skyrim who will bulk buy workers? My first instinct would be to put those around the mines, but that is going to clash with HSH, which already has slave buyers in the mines. Another thing that I'm considering is to increase the chances of the worker quest to appear to 100%, so there effectively would always be 1 standing offer per hold every 2 days. I'm also currently experimenting with setting loaders in my other mod, so I might make the quest spawn chances configurable in a future update.
Coom Nation Posted August 3 Posted August 3 I encountered the same bug with virginity not recognised again. Enthralled is not allowing me to sell virgin slave for custom order, the message in the left upper corner of the screen is stating that the slave is not a virgin, although DOM states that she is. Maybe there is some faction that I can add through console to finally sell that slave?
a_random_user Posted August 3 Author Posted August 3 2 hours ago, Coom Nation said: I encountered the same bug with virginity not recognised again. Enthralled is not allowing me to sell virgin slave for custom order, the message in the left upper corner of the screen is stating that the slave is not a virgin, although DOM states that she is. Maybe there is some faction that I can add through console to finally sell that slave? The dom faction that is checked is DOMVirginvaginal, and it must be 0 AddToFaction DOMVirginVaginal 0
Coom Nation Posted August 3 Posted August 3 21 minutes ago, a_random_user said: The dom faction that is checked is DOMVirginvaginal, and it must be 0 AddToFaction DOMVirginVaginal 0 Thanks, it worked. I checked other virgin slaves and they also did not have that faction, maybe DOM is no longer applying it? 1
a_random_user Posted August 3 Author Posted August 3 (edited) 59 minutes ago, Coom Nation said: Thanks, it worked. I checked other virgin slaves and they also did not have that faction, maybe DOM is no longer applying it? Oddly enough, I just saw a post on DOM's page with the same issue, the DOMVirgin factions weren't applying. Based on TAK's answer, I don't think DOM is supposed to stop using them. Maybe check if your other freshly caught slaves have those factions. If it is a common issue, you can post it on DOM's page. The stages DOM uses for those factions: 0: virgin 1: currently losing virginity 2: lost virginity to PC 3: lost virginity to henchman 4: lost virginity before enslavement I'm currently rebuilding my modlist for a longer playthrough, but I'll be keeping an eye on this once I start playing. Edited August 3 by a_random_user
Coom Nation Posted August 3 Posted August 3 1 hour ago, a_random_user said: Maybe check if your other freshly caught slaves have those factions I tested it a bit and it seems that these factions are never applied at stage 0, they only appear after slave loses corresponding virginity. For example Elara had same sex virginity and oral virginity at stage 4, but no vaginal virginity faction. As soon as I took her virginity this faction appeared in the console at stage 2. So it seems that virginity factions are only applied when slaves actually lose corresponding virginities. 1
crazymango54 Posted August 3 Posted August 3 10 hours ago, a_random_user said: The slave traders already buy all slaves for their worth, but they are also the current quest givers in their holds. Would this give them 2 prices to implement, or is the worker acceptance only for the quest givers like Belethor? And the worker price has both a top and a floor, with a bonus if you're between them, so it can't just be to use the worker price once their training gets high enough. I think it makes sense for Belethor and the other brokers only. I think the reason for that would be that the brokers just want to know if a slave is a worker or not, they don't have the aptitude or the resources to determine their worth in any other regard, or to connect them to specialty buyers anyway, they just want to know if they can ship them out to a mine somewhere. Slavers take a little bit of a deeper look and consider wider factors, which can be good or bad, but the potential is always greater. 10 hours ago, a_random_user said: Part of me wonders if this is not a issue with how the price is calculated, with value being too low for mid trained slaves, particularly in the early game where the attribute factor of them is very low. I may also be projecting how much I fundamentally dislike the attribute factor to begin with, it's an inherited thing that literally goes all the way back to the original Paradise Halls on the Nexus circa 2014, and I hated it then too lol. I get why it makes some sort of sense, but I always took an issue with it personally. That's just me though, I realize most people think it's fine. 10 hours ago, a_random_user said: One way to solve the quest giver issue is to keep the worker quest as it is, but also add a new buyer (or buyers) in Skyrim who will bulk buy workers? My first instinct would be to put those around the mines, but that is going to clash with HSH, which already has slave buyers in the mines. Another thing that I'm considering is to increase the chances of the worker quest to appear to 100%, so there effectively would always be 1 standing offer per hold every 2 days. I'm also currently experimenting with setting loaders in my other mod, so I might make the quest spawn chances configurable in a future update. So the issue I identified in my most recent playthrough was that the brokers don't offer a reliable gameplay loop, you basically have to get lucky that they have orders, and once filled it can take 4-6 days to see more. You can't build around it the way you can with the slavers. Obviously you want brokers and slavers to be different, but what I was thinking is that the brokers just take workers on an ongoing basis, plus the occasional custom order, and then the slavers take the specialty goods on an ongoing basis, plus the occasional custom order. So yes, maybe as you said the slavers should not have worker orders at all, maybe they just give you face value for your slaves and then custom orders sometimes, but the brokers will always take a worker for a pre-determined rate, and then a custom order from time to time. I'm not sure if you really even planned for them to be a gameplay loop on their own, so I may be misreading your vision here, but these are just my observations. 1
a_random_user Posted August 3 Author Posted August 3 3 hours ago, Coom Nation said: I tested it a bit and it seems that these factions are never applied at stage 0, they only appear after slave loses corresponding virginity. For example Elara had same sex virginity and oral virginity at stage 4, but no vaginal virginity faction. As soon as I took her virginity this faction appeared in the console at stage 2. So it seems that virginity factions are only applied when slaves actually lose corresponding virginities. I saw TAK's answer that this is intended. Version 1.7.4 is up to account for this. Safe to update midgame. While I was working on it, I also quickly increased the chances of the radiant missions and moved the sell quest a category down. Now you'll always get a worker quest, and have a very high chance of getting a custom order. 1 hour ago, crazymango54 said: I think it makes sense for Belethor and the other brokers only. I think the reason for that would be that the brokers just want to know if a slave is a worker or not, they don't have the aptitude or the resources to determine their worth in any other regard, or to connect them to specialty buyers anyway, they just want to know if they can ship them out to a mine somewhere. Slavers take a little bit of a deeper look and consider wider factors, which can be good or bad, but the potential is always greater. It sounds like you would be okay with a fixed price for workers. That would simplify the system a bit. 1 hour ago, crazymango54 said: I may also be projecting how much I fundamentally dislike the attribute factor to begin with, it's an inherited thing that literally goes all the way back to the original Paradise Halls on the Nexus circa 2014, and I hated it then too lol. I get why it makes some sort of sense, but I always took an issue with it personally. That's just me though, I realize most people think it's fine. I don't dislike the concept, but I do think that the difference in value is too extreme, especially at lower level. A level 5 bandit outlaw is worth 70% more than a level 1 bandit. And a level 9 bandit thug is worth 70% more than an outlaw (2.85 times as much as a level 1 bandit). Afterwards the differences get a little less extreme, but still quite noticeable. Personally, I would prefer if the difference between a low level bandit and a high level bandit is something like 30-50% more. The actual difference between the lowest level melee bandit and the highest level melee bandit is a factor of 5.8 times as expensive (+480% compared to the cheaper one). 2 hours ago, crazymango54 said: So the issue I identified in my most recent playthrough was that the brokers don't offer a reliable gameplay loop, you basically have to get lucky that they have orders, and once filled it can take 4-6 days to see more. You can't build around it the way you can with the slavers. Obviously you want brokers and slavers to be different, but what I was thinking is that the brokers just take workers on an ongoing basis, plus the occasional custom order, and then the slavers take the specialty goods on an ongoing basis, plus the occasional custom order. So yes, maybe as you said the slavers should not have worker orders at all, maybe they just give you face value for your slaves and then custom orders sometimes, but the brokers will always take a worker for a pre-determined rate, and then a custom order from time to time. I'm not sure if you really even planned for them to be a gameplay loop on their own, so I may be misreading your vision here, but these are just my observations. I do wanted there to be a gameplay loop. One thing that's difficult when making a mod is figuring out how a normal player interacts with it and what parts feel fun and which feel tedious. That's part of the reason why I'm planning to do a long, proper playthrough once my modlist is fixed. I want to check my mod (and others) in a more natural environment instead of the constant testing that I've been doing the past year and a half. 1
crazymango54 Posted August 3 Posted August 3 1 hour ago, a_random_user said: It sounds like you would be okay with a fixed price for workers. That would simplify the system a bit. Yeah personally I think that would be a good idea, I honestly thought it already was fixed because I have only ever received 900 gold for one, I guess that was just by chance. 900 might be a little generous, but I do think it would be fun for the player if they could make money buying jail slaves and flipping them, so with that in mind the profit is only 150 per slave, which is fair I suppose, but could be a little too much for a slave you "got" for free, not sure what would make sense tbh. Regardless, since the brokers each have a prison that sells slaves in their city, the player is drawn to try and connect the two things, since it seems like the systems are made to work in tandem. 1 hour ago, a_random_user said: Personally, I would prefer if the difference between a low level bandit and a high level bandit is something like 30-50% more. The actual difference between the lowest level melee bandit and the highest level melee bandit is a factor of 5.8 times as expensive (+480% compared to the cheaper one). Yeah, I just find it silly because attributes just exist to scale with the player, with the idea being that a bandit is always the same level of difficulty, both at level 5 and at level 30. I suppose the price increasing is a form of "scaling" as well, so that you make more money as the game goes on, but I usually prefer to partially or entirely delevel my game in the first place, so I don't even participate in the initial assumption anyway. 1 hour ago, a_random_user said: I do wanted there to be a gameplay loop. One thing that's difficult when making a mod is figuring out how a normal player interacts with it and what parts feel fun and which feel tedious. That's part of the reason why I'm planning to do a long, proper playthrough once my modlist is fixed. I want to check my mod (and others) in a more natural environment instead of the constant testing that I've been doing the past year and a half. Of course, that makes sense. I wouldn't call any of it tedious right now, but I do feel as a player that I want to see if the different systems fit together, especially when it looks like they could or should, and when they don't it's a little confusing. If there was a guaranteed way to buy and resell slaves without even leaving the city, it would provide a fully self-sufficient gameplay loop. I've noticed this is possible right now, but only in Solitude, and it works great over there. I usually head down to the little beach next to the Dainty Sload and make a training camp, buy from the dungeons, and resell to the orc. It becomes almost like it's own minigame at that point, where I need to sell each one for at least 750 (plus any re-rolls I bought) to break even. Saving up that first 750 and selling for 1500 to buy two more, and so on, is pretty fun. Throw in TDF or AYGAS prostitution for some extra side income and complexity and it's almost it's own game at that point. 1
Thunderballs Posted August 4 Posted August 4 (edited) Sorry if I’m blind and missed this in the thread. Is there an ID for the quest stages of this mod somewhere? The thing is, I decided to complete the quest in the mod for Belethor’s sister after I had already enslaved Ysolda in DOM (loading save before that is not an option — that was a very long time ago). I would like to know if it’s possible to skip this task in the quest with the console. Edited August 5 by Thunderballs
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