xyzxyz Posted June 4, 2025 Posted June 4, 2025 Is this LE compatible? The mods idea is really great. 1
a_random_user Posted June 4, 2025 Author Posted June 4, 2025 (edited) 3 hours ago, tonitrulupus said: 6 hours ago, a_random_user said: *get hired as a trainer. An npc has a slave and they want you to train it. You go to the owner, pay a safety deposit, return once the slave is on the required training and get paid. That sounds like s interesting quest, look forward to doing that one. Have you ever thought about maybe making a small addon mod for missives, I believe that one is still being updates, not like notice board. I hadn't thought of it yet, but I like the idea. The repeating quest system is already similar to Missives, as it was the main inspiration. If it works as I hope it does, than Enthralled could use the Missive boards without blocking the Missives quests and vice versa. If it doesn't, I have to see if a solution can be found.  2 hours ago, xyzxyz said: Is this LE compatible? The mods idea is really great. Honestly, I don't know. I haven't played on LE since 2019, and I've never backported an SE mod to LE. I also haven't kept up on what mods are available for LE, and if they differ from SE.  I think the quests and scripts should work on LE, I don't use .dll files which was one of the main differences between SE and LE. The mod and its patches all have an esl flag, I don't know if LE can deal with that, but the flag can be turned off in xEdit. Files from SE are also form 44 while LE uses form 43. SE can use form 43, but I don't know if LE can use form 44. I also recall that, when porting a .nif file from LE to SE, it sometimes must be updated. It might be necessary to backport the nifs. If you try this, be careful not to regenerate the texture files, this will result in the characters having several layers of warpaint instead of their intended appearance.  Someone will have to test this, and I don't have a LE setup installed. If you try it, let me know of the results. Edited June 4, 2025 by a_random_user
crazymango54 Posted June 4, 2025 Posted June 4, 2025 Oh man I am so excited to check this out! I'll give the quests some testing and let you know how it goes. For now, I have some thoughts on the planned features, hopefully some of it is useful.  6 hours ago, a_random_user said: The price is something I have to think about as well, do I make this a fixed price, a price based on the difficulty of the request, or will the price be based on the amount of training that the slave got? I can think of two approaches. The first is you could have 3 difficulty levels, and the specificity and degree of training would determine the level, and the level would determine the payout. For example, asking for 50 training in three categories (besides resignation) could be considered medium, while over 70 would be hard. Medium pays out 2000 and hard 4000, something like that could work, and you basically choose to accept easy, medium, or hard, and you have some idea of what you're in for.  The second approach would be just tweaking the DOM sale price by adding a percentage on top for a "customization fee." Basically you get whatever the slave is actually worth plus a 20% commission for tailoring it to a request. This approach would feel pretty intuitive as you would be able to tell how much you are likely to get, and it would be more profitable than selling the slave to someone else because of the commission.  6 hours ago, a_random_user said: And if the player decides to keep the slave, what penalty will they get? I think the safety deposit is a decent deterrent, but you could also consider a reputation score system. Basically just an integer value that gets reduced by 5 every time you break a contract, but goes up by 1 every time you complete one, and maybe up by 2 if you go beyond the requirements. At different levels of reputation, you unlock higher paying contracts, at lower ones, you are relegated to breaking beggars for 100 septims to work your way back up.  6 hours ago, a_random_user said: And who are the owners? Should I use vanilla NPC's from the cities and villages, or should I make new NPC's that deal in slaves? I think new NPC's would be best, so that the slaves can be removed from the game afterwards. If you use vanilla, you risk running out of potential clients, and not every NPC would make sense as a potential owner, so some sort of vetting would be necessary. I think new NPCs that present themselves as entrepreneurs/traders would be best, they give you special requests, pay you your commission, and make a profit selling to their client.  6 hours ago, a_random_user said: This is a quest that I got stuck with. PAH only has the enchanted collar as a valuable item. DOM has a bit more, an enchanted collar, a few potions, and a few spell books, but not enough for the quest. I tried making my own item here, an equipment with an enchantment that would automatically raise some type of training, but it stopped working the instance the player went through a door. I've shelved this idea until I get some interesting idea about what the treasure could be. I would offer that the treasure doesn't all need to be perfectly useful. Some of it could just be decorative stuff with interesting descriptions: outfits of the concubines of dragon priests, nipple piercings of Alessia, golden Falmer shackles, Atmoran slave collars, anything like that. You could mix in the functional DOM items with some custom aesthetic items for a nice spread, also gold and jewels are never a bad idea.  6 hours ago, a_random_user said: I'm not sure if I would simply add them in the list, which means that you could get them multiple times, like every leveled character, or if I should make them fully unique actors. That would mean that if you find them once, you'll never find them again. I really like the idea of the fully unique ones being mixed in with the rest. You might want to make it a little more forgiving so that if you find one and can't afford them, they might appear again later. It might be best to have it where once you purchase them, they never respawn. It's a design choice, either way would be exciting.  6 hours ago, a_random_user said: In one of the coming updates, I'll make a character who will buy slaves, at their cost. No minimum price, no maximum price, you get paid the amount that DOM says they're worth (or a similar value if you are on PAH). I know I said that I planned to make a separate mod for that, but I might have been overthinking it.  This slave buyer is probably going to be a new NPC, I think the docks of Solitude is a possible place where I could place them. As for the sell mechanic, the simplest and most secure method that I can think of is: first speak to the slave to select them, you'll get a notification about their price, and if you are satisfied with the price, speak to the slave buyer to seal the deal. The slave will disappear from the game. Awesome, can't wait. Solitude Docks sounds good, makes enough sense. You might consider giving him a counterpart in Raven Rock. It's a bit out of the way, but would cover that area and would be somewhat lore friendly.  As far as DOM pricing, it can at times be completely out of control and return values in the 10s - 20s of thousands. The DOM/AYGAS tie-in has an option to modify the wealth of NPCs, by default I think it's like a 90% reduction. You may consider having your own modifier for players to choose, or somehow piggyback off of the DOM/AYGAS one so users can set their multiplier and have it be across the board. 1
tonitrulupus Posted June 4, 2025 Posted June 4, 2025 1 hour ago, a_random_user said: I hadn't thought of it yet, but I like the idea. The repeating quest system is already similar to Missives, as it was the main inspiration. If it works as I hope it does, than Enthralled could use the Missive boards without blocking the Missives quests and vice versa. If it doesn't, I have to see if a solution can be found. What got me think you could add them to missives is there a mod, dirty deeds, same idea.
tonitrulupus Posted June 4, 2025 Posted June 4, 2025 4 hours ago, xyzxyz said: Is this LE compatible? The mods idea is really great. Thing is most everything is starting to go to SE and AE. So it my be something to think about moving to, there are a lot of tutorials that explains how to convert for SE to LEout there and most of it really isn't to hard to do.
fred200 Posted June 5, 2025 Posted June 5, 2025 Loverslab does not have an Endorsed button, so let me just say it: Endorsed. Very impressive and enjoyable mod. Great addition to DOM. 1
Strager Posted June 5, 2025 Posted June 5, 2025 DOM 7 now can be used without pahe, so can this mod with dom patch be used without pahe? 1
tonitrulupus Posted June 5, 2025 Posted June 5, 2025 6 minutes ago, Strager said: DOM 7 now can be used without pahe, so can this mod with dom patch be used without pahe? I am using it without issue just make sure if there are any patches for DOM for this mod you install them. Of course I have PAHE installed as well but DOM is the main mod I use, I believe troll is slowly integrating it to DOM though and sound like DOM is going to take its place more or less. 1
a_random_user Posted June 5, 2025 Author Posted June 5, 2025 4 hours ago, Strager said: DOM 7 now can be used without pahe, so can this mod with dom patch be used without pahe? Pahe is still a hard requirement. You can fully use DOM without ever having to use the Pah framework, but the plugin must be in the load order. Â Enthralled started as an extension to Pah, with some support for DOM. Over time, support has been fully integrated so that the mod fully uses DOM's functionality, but that dependency on Pah hasn't been removed yet. Â Making Enthralled fully DOM dependant and dropping pah as a master is on my todo list, but there are a few things to keep in mind here: *There is enough difference between DOMv7 and DOMv5 that fully moving over to DOM7 would also remove DOM5 as an option. DOMv7 is only recently considered stable, and I want everyone to have the time to move over before demanding it. *DOM is a lot easier to make a soft dependency than Pah. It's possible to make a pah based mod fully support DOM, but it's a lot harder for a DOM based mod to soft support Pah. This will likely mean that moving over to DOM will also remove Pah as an option for players. Â My current plan is to continue supporting both frameworks with a pah dependency, then for version 2.0 or something to switch over to DOM only. I'd leave the last 1.x file in the download files for Pah users, so I'd like it if that was a version that I'd consider 'complete'.
tonitrulupus Posted June 5, 2025 Posted June 5, 2025 2 hours ago, a_random_user said: My current plan is to continue supporting both frameworks with a pah dependency, then for version 2.0 or something to switch over to DOM only. I'd leave the last 1.x file in the download files for Pah users, so I'd like it if that was a version that I'd consider 'complete'. To be honest I would keep it like that until PAHE is retired. 1
a_random_user Posted June 5, 2025 Author Posted June 5, 2025 21 hours ago, tonitrulupus said: Have you ever thought about maybe making a small addon mod for missives, I believe that one is still being updates, not like notice board. I've made a preliminary patch. I'll upload it in this post and add it to the main mod later. The reason that I'm not adding it to the main mod now is that it replaces quest aliases, which are baked into the save once the game first starts (or when the mod is first added to the game) This means that using the patch requires a new game, and the patch can't be removed later. I can try to write some code that can get around this restriction, but it will take more time than I have now.  For the people who want to try it out: it places the quest notes on the notice boards, the information brokers are no longer important. The quests are refreshed after you enter the city's streets 2 days after the last refresh. It does not alter any code or functions of the Missives mod itself. Spoiler As shown on the image above, the quest notes fit quite well with the standard missives. Enthralled quest notes are labeled either Rumor or Request.  Enthralled Missives Patch.7z  18 hours ago, crazymango54 said: I would offer that the treasure doesn't all need to be perfectly useful. Some of it could just be decorative stuff with interesting descriptions: outfits of the concubines of dragon priests, nipple piercings of Alessia, golden Falmer shackles, Atmoran slave collars, anything like that. You could mix in the functional DOM items with some custom aesthetic items for a nice spread, also gold and jewels are never a bad idea.  You raise a really good point, it should be interesting and flavorful. Having items that tell a little story, either with just their name or with a longer description, might be more fun than a powerful item. There is definitely a quest idea here.  18 hours ago, crazymango54 said: As far as DOM pricing, it can at times be completely out of control and return values in the 10s - 20s of thousands. The DOM/AYGAS tie-in has an option to modify the wealth of NPCs, by default I think it's like a 90% reduction. You may consider having your own modifier for players to choose, or somehow piggyback off of the DOM/AYGAS one so users can set their multiplier and have it be across the board. Yeah, having done a deep dive into the math of DOM's price calculation, I think there is too much variation in the prices based on starting conditions. For example, the difference between an actor with weight 0 and an actor with weight 100 is a factor of 5. So thin actor (or a mage) can be worth 400 septims and a heavier actor with the exact same training stats would be worth 2000. I haven't checked AYGAS calculation method, I'll take a look at it.  Â
tonitrulupus Posted June 5, 2025 Posted June 5, 2025 3 hours ago, a_random_user said: As shown on the image above, the quest notes fit quite well with the standard missives. Enthralled quest notes are labeled either Rumor or Request. It ran smoothly, did not have any issues with any other missives for the missive mod or dirty deed, looks great, If any issues pop up I will let you know. 1
crazymango54 Posted June 6, 2025 Posted June 6, 2025 7 hours ago, a_random_user said: Yeah, having done a deep dive into the math of DOM's price calculation, I think there is too much variation in the prices based on starting conditions. For example, the difference between an actor with weight 0 and an actor with weight 100 is a factor of 5. So thin actor (or a mage) can be worth 400 septims and a heavier actor with the exact same training stats would be worth 2000. I haven't checked AYGAS calculation method, I'll take a look at it. I imagine that this was likely implemented since "heavier" tends to translate to "bustier", but with all of the variation across body presets, Obody, and personal preference, this translation is certainly not universal. I never noticed that as a factor, it's interesting. AYGAS basically goes down the training stats and tries to match the slave to the most valuable type of slave they could be, e.g. prostitutes are worth more than workers, and so on. It also take into account the occupation of the potential buyer, which then determines their offer and the dialogue for it. Take a look for yourself and see what you think, but keep in mind that DOM overwrites this script as some changes were made by TAK, so you'll want to take a look at the aygassalescript.psc in the DOM installation directory, not actually AYGAS.   I did get a chance to try out the new quests a little bit, I just coc'd to each location and ran through the dungeons with detection turned off so I could just test and debug it real quick. My notes are below if you find any of it helpful.  Spoiler First off, I want to say that this is really good and exciting and I think it will add some great roleplay potential that has been otherwise lacking in the PAHE scene (until Enthralled quests, of course). There are a couple of suggestions I have, but overall this is pretty solid and I think it's a great framework to expand upon.  One small suggestion is you may consider making duplicates of the possible ZaZ items that can be in the quests and renaming your dupes to have the quests draw from. The only reason I suggest this is because some of the default ZaZ names are somewhat "technical" and it's a little jarring seeing it in the quest notes. You could duplicate them and rename them "Brown Leather Blindfold" instead of "Zaz Blindfold Leather 02" etc. It's a small thing, and may or may not be worth the time, but just a thought.  Another thing is I think it would be a little better if the slaves were dropped off back at the broker who issued the quest, and then it is assumed off-screen that the broker then hands the slave over to the actual buyer. The reason for this is because it is sort of awkward to get a quest from Belethor in Whiterun to deliver a laborer to Ulundil in Windhelm, for example.  Aside from this, there just aren't very many named NPCs to begin with, and there are even fewer that would make narrative sense to place a secret order with disreputable brokers for a slave. I feel like this should be left to the player's imagination, and AYGAS may be used for the player to sell slaves directly to NPCs if they want to see that sort of thing in their game. The brokers feel like middlemen to me, so they interact with both parties of the transaction while each party only deals with them. This is just my opinion, I don't mean to be overly critical, like I said this is really cool and definitely a welcome addition already.  Last thing is I assume the captured adventurers/missing person quests use the same leveled list magic as the prison system, but I was seeing some odd things in that regard. It looked to me like they were being drawn from a limited pool, I am not sure how to explain it. If you didn't already, I think the missing persons should draw from the same as the prisons (bandits, hunters, nobles, etc.). After all, it seems like the idea is that they are more or less regular people that got captured. This totally could be something wrong on my end, so if you already did set it up this way, I apologize.  I've got my next playthrough lined up, and my main interest this time around is going to be Silvia  I haven't tried her quest since initial release, but I really liked it.   1
a_random_user Posted June 6, 2025 Author Posted June 6, 2025 10 hours ago, crazymango54 said: One small suggestion is you may consider making duplicates of the possible ZaZ items that can be in the quests and renaming your dupes to have the quests draw from. The only reason I suggest this is because some of the default ZaZ names are somewhat "technical" and it's a little jarring seeing it in the quest notes. You could duplicate them and rename them "Brown Leather Blindfold" instead of "Zaz Blindfold Leather 02" etc. It's a small thing, and may or may not be worth the time, but just a thought.  I agree that Zaz's naming scheme isn't great for immersion. I'm considering making my own versions like you said, with crafting recipes. It would be a very clean, walled off solution. The downside is that it would result in more duplicates of the same thing, and if people have other mods that allow access to zaz items, this interaction will be locked away.  Another option that I'm considering is renaming the base zaz items themselves. This would keep all interactions with other mods open. Enthralled quest notes will automatically update to use the new name. I've seen a similar mod for Devious Devices in the past. I was thinking that a separate Skypatcher file could do this, which would be compatible with everything and easy to customise. In theory. I'll need to check how feasible it really is.  10 hours ago, crazymango54 said: Last thing is I assume the captured adventurers/missing person quests use the same leveled list magic as the prison system, but I was seeing some odd things in that regard. It looked to me like they were being drawn from a limited pool, I am not sure how to explain it. If you didn't already, I think the missing persons should draw from the same as the prisons (bandits, hunters, nobles, etc.). After all, it seems like the idea is that they are more or less regular people that got captured. This totally could be something wrong on my end, so if you already did set it up this way, I apologize.  This is the type of feedback that I really need, I've got a real blind spot for these things. You're right that it uses leveled lists, but they're not the same lists that I use for the prisons.  For the lists of the repeatable quests, I tried to keep more control on it, and make the lists female only. This resulted in the list becoming more narrow and specialised, with less total options. I thought I had managed to make it diverse enough to compensate, but if it is apparent this quickly than I was wrong about this.  The good news is that this isn't hard to change and can be changed in an existing save. The tricky part is choosing what to change it with. The first idea I could try is making the list very wide, combining every list of the prison factions, with some care on the proportions. This will result in more variety, but also mean that there are male captives now. I don't think this is a problem, considering there is the option to release them for money if the player doesn't like them. I'll have to add a few more backstories, as some of the stories don't make sense for men, but it would be fairly straightforward fix.   1
crazymango54 Posted June 6, 2025 Posted June 6, 2025 5 hours ago, a_random_user said: This is the type of feedback that I really need, I've got a real blind spot for these things. You're right that it uses leveled lists, but they're not the same lists that I use for the prisons.  For the lists of the repeatable quests, I tried to keep more control on it, and make the lists female only. This resulted in the list becoming more narrow and specialised, with less total options. I thought I had managed to make it diverse enough to compensate, but if it is apparent this quickly than I was wrong about this.  The good news is that this isn't hard to change and can be changed in an existing save. The tricky part is choosing what to change it with. The first idea I could try is making the list very wide, combining every list of the prison factions, with some care on the proportions. This will result in more variety, but also mean that there are male captives now. I don't think this is a problem, considering there is the option to release them for money if the player doesn't like them. I'll have to add a few more backstories, as some of the stories don't make sense for men, but it would be fairly straightforward fix. Well I am not sure what method you are using, but I believe there are plenty of female-only templates you can draw from to make your own list. For example, you could make a list for these rescues that is just full of basically every female template for bandits, mages, and commoners, and that would be a solid start. EncBanditFemaleNordMelee1H and EncNecromancerFemale01 are two that you could toss into your own list, then you could start building it out with all the others. I'm not sure if this is similar to what you've done already, but hopefully this helps.  Also, there was recently a bit of a development on the DoM forum about mods that add names to generic NPCs, they became pretty popular over the last couple of weeks, and DoM is now equipped to let those NPCs keep their names after capture. If you are interested, a quick patch for your mod would be a version that just doesn't rename the prisoners, since I have noticed if I put my mouse over the NPCs fast enough after they spawn, they have their name from the mod, which after half a second gets changed to "captured bandit" etc. Seems like an easy patch if you are so inclined. 1
tonitrulupus Posted June 6, 2025 Posted June 6, 2025 7 hours ago, a_random_user said: his is the type of feedback that I really need, I've got a real blind spot for these things. You're right that it uses leveled lists, but they're not the same lists that I use for the prisons.  For the lists of the repeatable quests, I tried to keep more control on it, and make the lists female only. This resulted in the list becoming more narrow and specialised, with less total options. I thought I had managed to make it diverse enough to compensate, but if it is apparent this quickly than I was wrong about this.  The good news is that this isn't hard to change and can be changed in an existing save. The tricky part is choosing what to change it with. The first idea I could try is making the list very wide, combining every list of the prison factions, with some care on the proportions. This will result in more variety, but also mean that there are male captives now. I don't think this is a problem, considering there is the option to release them for money if the player doesn't like them. I'll have to add a few more backstories, as some of the stories don't make sense for men, but it would be fairly straightforward fix. I personally use some males to do training in DoM, so a few males here and there would not be a bad idea. You could even make a few of the stories for the captives royalty or noble status if you wanted to, just not sure how a more select list would work in to the mod or if it can be just added in with specific percentage of the captive was of that status level and of course a greater amount on the bounties/reward. I like the missive board use and glad you went with that idea.  1
a_random_user Posted June 7, 2025 Author Posted June 7, 2025 I have uploaded the Missive patch, it's the same as the one a few comments above this. I said I wanted to write a script that would change the aliases even when installed midgame, and I tried. Unfortunately, it broke my game in a novel way, and fixing that would take too long, so I uploaded the version that's stable and works. Â My apologies for people who now have to restart their game. Â 18 hours ago, crazymango54 said: Also, there was recently a bit of a development on the DoM forum about mods that add names to generic NPCs, they became pretty popular over the last couple of weeks, and DoM is now equipped to let those NPCs keep their names after capture. If you are interested, a quick patch for your mod would be a version that just doesn't rename the prisoners, since I have noticed if I put my mouse over the NPCs fast enough after they spawn, they have their name from the mod, which after half a second gets changed to "captured bandit" etc. Seems like an easy patch if you are so inclined. I'll have to test this. Is it just turning the builtin renamer off completely? If so I just have to place a check in that function. What renamer mods are used? Is it only Real Names Extended or are there more? Â Â
crazymango54 Posted June 7, 2025 Posted June 7, 2025 5 hours ago, a_random_user said: I'll have to test this. Is it just turning the builtin renamer off completely? If so I just have to place a check in that function. What renamer mods are used? Is it only Real Names Extended or are there more? Real Names Extended is the best one, most people are using that. Â And yes, I would say if RNE is detected and you turned off the part of the jail sequence that renames the captives, it would just be fully compatible right there. RNE detects them when they spawn and gives them a name instantly, so if Enthralled never renamed them they would keep their RNE name before and after purchase. 2
tonitrulupus Posted June 7, 2025 Posted June 7, 2025 I am doing a playthrough and nilli has the taboo kink, from what I understand that kink would be uncovered if nilli and bette had sex, but its not being uncovered. not sure if it them or the DOM mod 1
a_random_user Posted June 7, 2025 Author Posted June 7, 2025 (edited) 30 minutes ago, tonitrulupus said: I am doing a playthrough and nilli has the taboo kink, from what I understand that kink would be uncovered if nilli and bette had sex, but its not being uncovered. not sure if it them or the DOM mod The setup on this end should work, and I have seen it work. I have also seen DOM missing these things occasionally, and then later it does work. I'd wait a bit and try it again. DOM did detect that they're sisters? Edited June 7, 2025 by a_random_user
tonitrulupus Posted June 7, 2025 Posted June 7, 2025 9 minutes ago, a_random_user said: The setup on this end should work, and I have seen it work. I have also seen DOM missing these things occasionally, and then later it does work. I'd wait a bit and try it again. DOM did detect that they're sisters? Not at first, but a few min. later it did, so it may take a little bit to pop up, thanks. Â Any plans on making khajitts and argonians as a main NPC like Nilli, bette etc are? Â Â 1
a_random_user Posted June 7, 2025 Author Posted June 7, 2025 11 minutes ago, tonitrulupus said: Any plans on making khajitts and argonians as a main NPC like Nilli, bette etc are? Â I haven't had a quest idea that I like for them yet. I'm open for it.Â
crazymango54 Posted June 7, 2025 Posted June 7, 2025 20 minutes ago, a_random_user said: I haven't had a quest idea that I like for them yet. I'm open for it. There must be something that can be done with a Lusty Argonian Maid theme, not sure what, but I am certain there is something there lol. 1
tonitrulupus Posted June 7, 2025 Posted June 7, 2025 1 hour ago, a_random_user said: I haven't had a quest idea that I like for them yet. I'm open for it. Let me see if I can come up with an idea or two  1
tonitrulupus Posted June 7, 2025 Posted June 7, 2025 1 hour ago, crazymango54 said: There must be something that can be done with a Lusty Argonian Maid theme, not sure what, but I am certain there is something there lol. That wouldn't be a to bad of a base to start with. 1
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now