Serverscrying Posted March 2 Posted March 2 Am I dumb or is there no way to set getting dominated to line of sight? It's sometimes a bit jarring to be walking on a normal road and suddenly there is an NPC spawning in mid sentence because they were somewhere close in some stronghold.
Dg75 Posted March 2 Author Posted March 2 4 hours ago, Serverscrying said: Am I dumb or is there no way to set getting dominated to line of sight? It's sometimes a bit jarring to be walking on a normal road and suddenly there is an NPC spawning in mid sentence because they were somewhere close in some stronghold. domination doesn't spawn npc's
Serverscrying Posted March 3 Posted March 3 19 hours ago, Dg75 said: domination doesn't spawn npc's I understand it teleports them, which is what I meant when I said "because they were somewhere close in some stronghold." I just used the word spawns because it's jarring how an NPC appears out of nowhere just because they were in range.
Dg75 Posted March 3 Author Posted March 3 4 hours ago, Serverscrying said: I understand it teleports them, which is what I meant when I said "because they were somewhere close in some stronghold." I just used the word spawns because it's jarring how an NPC appears out of nowhere just because they were in range. shouldn't teleport either (this would be a MoveTo(pc) function) unless their alias ai package failed to path to, then maybe it calls MoveTo rather than do nothing at all.. I'll look things over and see if their something their.
VergilDMX Posted March 17 Posted March 17 Hi! I'm having a weird issue where the satisfy needs functionality stopped working. I have the increment needs set to 2. I'm also using RND and this hasn't been any issue so far. Before, I was consuming a holy water item or some meat in order to satisfy the needs, but now nothing. Another thing I noticed is that every actor is only pooping instead of peeing, like don't don't pee anymore when a skit animation is running, they only poop.
Serverscrying Posted March 19 Posted March 19 On 3/4/2026 at 12:44 AM, Dg75 said: shouldn't teleport either (this would be a MoveTo(pc) function) unless their alias ai package failed to path to, then maybe it calls MoveTo rather than do nothing at all.. I'll look things over and see if their something their. It happened again Spoiler Hastily screenshot before it already initiated the domination sequence. Walking to the shrine of azura and on the way wanted to take a look at the statue in the first pic and suddenly domination out of nowhere. These screenshots are 8 seconds apart, in the first screenshot you can see the pack of enemies all the way in the background. As you said I believe the enemies just took too long walking or maybe literally couldn't path to me so they just teleport. I must have came in range, no line of sight, no battle, That's why I was asking to please give us some kind of option to change the detection range or make it line of sight or something. Papyrus.0.logNo clue how useful papyrus log will be here but I'll just add it in case
Dg75 Posted March 20 Author Posted March 20 (edited) On 3/17/2026 at 6:29 AM, VergilDMX said: Hi! I'm having a weird issue where the satisfy needs functionality stopped working. I have the increment needs set to 2. I'm also using RND and this hasn't been any issue so far. Before, I was consuming a holy water item or some meat in order to satisfy the needs, but now nothing. Another thing I noticed is that every actor is only pooping instead of peeing, like don't don't pee anymore when a skit animation is running, they only poop. I havn't changed anything that Im aware of. The 4_1_5 update I uploaded just made compatible for the new pfa 4_5_2 If anything I did it would have been in that update Did this start happening with the 4_1_5 update ?, This may help know where to look. Edited March 20 by Dg75
Dg75 Posted March 20 Author Posted March 20 22 hours ago, Serverscrying said: I must have came in range, no line of sight, no battle, That's why I was asking to please give us some kind of option to change the detection range or make it line of sight or something. I think the detection range is built into a spell(probably got a ridicules range on it), I will research this and see what can be done. 1
VergilDMX Posted March 22 Posted March 22 (edited) On 3/20/2026 at 1:18 AM, Dg75 said: I havn't changed anything that Im aware of. The 4_1_5 update I uploaded just made compatible for the new pfa 4_5_2 If anything I did it would have been in that update Did this start happening with the 4_1_5 update ?, This may help know where to look. I couldn't tell tbh, it is very random. In the beginning I thought that could be my save file, so I decided to start a new one. In the beginning, everything seems to work flawlessly, when I get dominated randomly in the open world, the hunger and thirsty needs get satisfied without issues. The issue starts when for example I go to the blue palace in Solitude, I add a few actors to PAF, I let a few hours pass, and when the actors need to use the toilet, I get the follower dialog as it's intended, but the skits don't start (I have the no needs toilet option active). I found a workaround by taking them outside the palace, the dialog triggers again and the skit starts normally, but I also realized that if I go into the palace again, the skits also start normally, so it is very weird. However, here is where the other issue comes and urine and poop don't satisfy needs. I'm using the modlist Nefaram if that helps, but I haven't had this issue before. Edit: I reset PAF, PFA, and domination, I went to the open world again, got dominated and hunger/thirst needs work. I will test again by adding paf actors again and will let you know. Edited March 22 by VergilDMX
Dg75 Posted March 22 Author Posted March 22 (edited) 9 hours ago, VergilDMX said: the blue palace in Solitude, Skits wont start if guards are nearby. You should get a comment saying as much. I just got domed by one of my followers, my thirst incremented as normal. So I dont think its an update bug. Edited March 22 by Dg75
VergilDMX Posted March 23 Posted March 23 17 hours ago, Dg75 said: Skits wont start if guards are nearby. You should get a comment saying as much. I just got domed by one of my followers, my thirst incremented as normal. So I dont think its an update bug. Do they need to be direct followers, right? because I'm trying to add random NPC's but it does not seem to work with them
Dg75 Posted March 24 Author Posted March 24 (edited) 11 hours ago, VergilDMX said: Do they need to be direct followers, right? because I'm trying to add random NPC's but it does not seem to work with them Hmm! IDK. I will need to look at it and see. It may as Followers have specific dialogues and would change behavior of skits being chosen. In the mean time. Have them in xhairs and open up Comment Managers mcm - right pane - if it says Is Follower then your good, otherwise add them to CM's custom follower list and all my mods that use CM will threat that npc as a follower. If they have a unique voice you can also choose a vanilla cm compatible voice they use when commenting. If skits dont play as intended or getting wonk. Its possible their another mod - or if a custom mod added follower may be using Package overRides - these boogers will win over priority over mods that use Quest aliases to apply packages like paf and domination does. I've itching to just add my own Package overrides as I think it would help with some priority conflicts. I just not sure if I can use them on top of alias's or do they have to replace them . Got research it some first. But in your case this sounds like something else going on. Weird for sure. Edited March 24 by Dg75
VergilDMX Posted March 24 Posted March 24 (edited) 10 hours ago, Dg75 said: Hmm! IDK. I will need to look at it and see. It may as Followers have specific dialogues and would change behavior of skits being chosen. In the mean time. Have them in xhairs and open up Comment Managers mcm - right pane - if it says Is Follower then your good, otherwise add them to CM's custom follower list and all my mods that use CM will threat that npc as a follower. If they have a unique voice you can also choose a vanilla cm compatible voice they use when commenting. If skits dont play as intended or getting wonk. Its possible their another mod - or if a custom mod added follower may be using Package overRides - these boogers will win over priority over mods that use Quest aliases to apply packages like paf and domination does. I've itching to just add my own Package overrides as I think it would help with some priority conflicts. I just not sure if I can use them on top of alias's or do they have to replace them . Got research it some first. But in your case this sounds like something else going on. Weird for sure. Ok, I just checked Comment Manager MCM and they are shown as FALSE in the follower setting. I just added a follower as you suggested and I will test again. I will let you know if it worked. Thanks!! Edit: Ok, I did a test again and everything works but still same issue, needs are not being updated after being used as toilet. Should I try to remove and add the actor again? Cases where everything works as intended: When I get dominated by an enemy or a guard. I haven't tested with official followers yet, but the issue now is with random npc's Edited March 24 by VergilDMX
Dg75 Posted March 25 Author Posted March 25 (edited) On 3/24/2026 at 5:49 AM, VergilDMX said: Should I try to remove and add the actor again? No you shouldn't have to. And a quick glance at it, it don't appear it matters if npc is even a follower or not. I've yet to research this further, I'll get back to you soon. Let me get this straight. So your saying your PC- playerRef is the one getting dominated by an npc and needs being incremented and scat effects are failing to happen for the playerRef correct ? The script has conditions that check for stacked effects either for pee or poop scat on the player. if its been stacked already 2 to 3 times, when their maxed. then the function returns and wont re-apply it. If this, use soap and water(needs to actuate paf's Bathe function) or go swimming to get clean or disable scat in mcm then re-enable it. you'll see "All clean and refreshed" notification. Then effect stacks start new. Edited March 25 by Dg75
Dg75 Posted March 28 Author Posted March 28 (edited) On 3/18/2026 at 9:17 PM, Serverscrying said: I was asking to please give us some kind of option to change the detection range or make it line of sight or something. The range you speak of is the on the spells, DominatorFinderSpell, and Dom_DominationBehaviorSpell If you look at it in xedit - Open the mod and expand spells - at the bottom on the effect list, Area and Magnitude. They could probably be reduced to something like 150 feet area(is like half football field), lol maybe still much ? Not 100% sure but I think the magnitude over rules the defined area or it acts as multiplier . . SO probably reduce it to match the area ? Theirs also a flag set on the Dom_DominationBehaviorSpell. Area effect ignores los. This ignores walls or obstructions. If this flag was removed then the player would need a clear line of sight of the target for the area effect to hit the target. Not recommended! This must calm all it can. Remember this isn't defeat ! Or not like it. The idea of combat domination was to happen on a pre combat basis based off player debuff score vs enemy power. Then afterwards if player lost post fight, Defeat could do its thing too. But like defeat, it would need to do an area scan to effect combatants of several cells away to apply calm effect so fighting stops for the skits to happen. So if its reduced too much, fighting may not stop as expected, or not enough, the wonk you described above. About the spells: DominatorFinderSpell. is an area - it hits targets and simply adds them to a enemy count - this is used to pre determine if player can even be dominated. This also randomly chooses one of these targets to be the main enemy Dominator, and scores from its level, Enemy count, and mcm difficulty mod. Dom_DominationBehaviorSpell - If the above count was enough to dominate player and team(if debuffed..) Then above spell dispells and this casts. This an area as well - instantly calms a LARGE area, and also adds these targets as potential participants onto a formslist of which only 5 are chosen to participate. Although the chosen may be some cells away and will most often be teleported as they wont be able to path to PC position. This would instigate the skits to start. Just thought I'd throw this out their if anyone wanted to edit those areas and magnitudes to test it .. If you did though the magic effect associated with that spell also has an area tab on it, and it may need to reflect what the spell has it as. I any case I will be updating this soon, will of course have to play around with this myself and test things out. I'll start mine at the same as Harmony spell, 25 mag, 250 area, and see what it does Edited March 28 by Dg75
Serverscrying Posted March 28 Posted March 28 18 hours ago, Dg75 said: Remember this isn't defeat ! Or not like it. The idea of combat domination was to happen on a pre combat basis based off player debuff score vs enemy power Yeah I get it and I like how it is but currently the area is so large that even in moments when I don't even know combat is possible it will happen. One good example of my recent experience was: I was buffing myself up with potions and spells and was ready to get into combat, got too close and one of my followers got dominated so I was part of the scene. That was good because I could expect it to happen potentially. Whenever I just walk somewhere and don't even know that there are enemies nearby and suddenly get dominated that's kinda annoying because I have to constantly keep in mind where all enemies spawn so I stay just far away enough to not get dominated. 18 hours ago, Dg75 said: I any case I will be updating this soon, will of course have to play around with this myself and test things out. I'll start mine at the same as Harmony spell, 25 mag, 250 area, and see what it does Sounds great. I'd try to edit it myself but only after I get around to start a new game because too many mods are in my "update" queue and need a new game start 1
KayEnd Posted May 2 Posted May 2 Help me, please I'm installing PFA AIO 4.6.2, PFA Additional Fart, and Domination 4.1.8 for PFA AIO, but when I go to MCM, only the PFA AIO MCM is available, not the Domination 4.1.8 MCM.
KHCN Posted May 4 Posted May 4 hi just tested the mod it is impressive. im wondering how should i dominate a hostile npc, i tried spawn some bandit and press the action key but it is not working
Dg75 Posted May 6 Author Posted May 6 On 5/4/2026 at 1:24 AM, KHCN said: hi just tested the mod it is impressive. im wondering how should i dominate a hostile npc, i tried spawn some bandit and press the action key but it is not working You can. Their are conditions in the script - see the mcm script towards bottom page the OnKeyDown Event. -must have valid combatant in crosshairs when hitting the dom key -PlayerRef.IsInCombat() must be true -this ref must be hostile towards you and be in a Domination tracked faction, Bandits are -it has to pass a time frame specified in the mcm. if been > this many hours -it must not be in a habitable or settlement location.
Dg75 Posted May 6 Author Posted May 6 On 5/2/2026 at 12:55 AM, KayEnd said: Help me, please I'm installing PFA AIO 4.6.2, PFA Additional Fart, and Domination 4.1.8 for PFA AIO, but when I go to MCM, only the PFA AIO MCM is available, not the Domination 4.1.8 MCM. Any luck ? If still having issues maybe try installing mcm helper if you haven't got it, It may help mcm load more.. not real sure on that though
阮廷凯 Posted May 11 Posted May 11 (edited) Can this mod be used with defeat bane, defeat baka or knockout and surrender defeat? And are there any settings needed in MCM? I tried pressing hotkeys on enemies or guards but no events were triggered. Edited May 11 by 阮廷凯
Dg75 Posted May 23 Author Posted May 23 (edited) On 5/10/2026 at 7:22 PM, 阮廷凯 said: Can this mod be used with defeat bane, defeat baka or knockout and surrender defeat? And are there any settings needed in MCM? I tried pressing hotkeys on enemies or guards but no events were triggered. Should be okay with defeat mods. Combat Domination is not a defeat as it may tick pre combat or at combat start before a defeat scenario happens. Although this cannot account for all defeat scenarios, be wise to save your game first. Pressing the hot key on enemy requires you have them in crosshairs, and it will go off a time condition you specify in mcm that <x> amount hours went by since last combat domination. You cannot be in a habitable settlement to combat dominate and the target must be hostile. Target must be in a tracked enemy faction - see main page on tracked factions. Edited May 23 by Dg75
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