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Slaver Start: Diary of Mine Alternate Start for Live Another Life/Alternate Perspective


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Slaver Start: Diary of Mine Alternate Start for Live Another Life/Alternate Perspective

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An alternate start mod for Diary of Mine using Live Another Life or Alternate Perspective. Esl flagged.

Has Enthralled integration without start requirement.

 

 When starting the game, you can now choose to start as a slaver with DOM equipment and a slave or slaver of your choice. Pick between 12 NPCs, all of them have a set personality, training, kinks, and virginity status for DOM. Any NPC that was not selected at the start can be optionally found in Enthralled.

The images in the gallery were all taken with the High Poly Head KSHairdos patch.

 

 

Before leaving the starting room, make sure that Diary of Mine has fully initialised. Including a save/reload.

After starting your new live, give the game some time to finish the setup scripts from DOM and LAL/AP.

 

NPC

Regardless of which start mod you chose, you can start with the following NPC. They all have their own specialisation and training. All slaves except 2 are considered highly trained, with their highest training stat in the 90-100 range. Highly trained slaves have a submission and resignation above 70, so they will not try to run.
The personality values should make sense, the warrior is tough, the slaver is dishonest, etc.

 

  1.  Imperial sex slave: Atia Meretrix, has high sex and submission training
     
  2. Redguard, former rival: Bilaira, a former slaver and now a slave herself. Starts with increased slaver stats and high fear training.
     
  3. Nord barbarian: Eila, a combat slave with light armor and two handed weapons. Starts with high combat training, is set by default to assist in battle.
     
  4. High Elf Sorceress: Imiril, a pyromancer. Starts with high combat training, is set by default to assist in battle.
     
  5. Bosmer Ranger: Canda, archer. Starts with high combat training, is set by default to assist in battle
     
  6. Breton novice priestess. Thisa, she starts of with high Respect and will speak respectfully to the player. She's a true virgin.
     
  7. Argonian maid: Waits-At-Attention, a housekeeper (and more).
     
  8. Dunmer townswoman: Nireli, wife of Calden, she starts the game with low training.
     
  9. Dunmer townsman: Calden, husband of Nireli, he starts the game with low training.
     
  10. Orc enforcer. Morn, she is not a slave, but a trainer specialised in Enforcer and Predator skills
     
  11. Khajiit trainer: Ubaasi, she's not a slave, but a trainer specialised in the Deceiver and Depraver skills.
     
  12. Nord slaver (male): Brend, he's not a slave, but a trainer specialised in the Slaver and Enforcer skill.

 

 

Live Another Life

When you speak to the statue of Mara, there are now options for Slaver Start. The dialogue tree always goes Location -> Equipment -> Wares. Select your start options, and go to the cell's bed.

 

Locations

First, you select the starting location, these options are in first dialogue list with Mara, usually near the bottom.

I'm a slaver in 

  • Whiterun inn
  • The Guardian Stones
  • College of Winterhold, after the entrance test at the bridge
  • Raven Rock
  • The Restless Hunter (only if Home Sweet Home is installed)
  • Riften's slave auction (only if Simple Slavery++ is installed. This also works with the Simple Slavery Rebuild patch for that mod)

 

Equipment

Secondly, you can choose which gear you start with, there are 8 options:

 

  • Mage: robes and several vanilla and DOM (Dead Souls, Lash, Lust), DOM potions
  • Warrior, heavy armor and two handed
  • Mercenary: heavy armor, one handed and shield
  • Rogue: light armor, dual daggers, bow, potions
  • Nightblade: light armor and mage hood, single dagger, Illusion spellbook and DOM Charm spellbooks (Lash, Lust, Love, Mind break)
  • Noble: clothing and a single weapon, bonus gold
  • Witch Hunter: Silver sword, mix of heavy armor and mage hood, vanilla spellbooks and DOM spellbook (Hose, Lash)
  • Vampire: start as a normal vampire, vampire armor, one handed weapon. Vanilla spellbooks and DOM spellbooks (Dead Souls, Shock)

 

The weapons are all steel in quality, the armor is iron. The magic classes all have a small selection of reasonable spellbooks to start with.

If Zaz is installed, each option will also get a selection of restraints, matching the theme. The rogues have ropes and gags, the warrior has heavy shackles, etc.

If Devious Devices is installed, you'll get a couple of keys to start with.

 

Regardless of your choice you will always get the following:

 

Slaver gear: a whip, a bludgeon, and a couple of collars, both enchanted and base. All slaves start with an enchanted collar to make sure they can't flee.

 

Adventurer gear: lockpicks, torch, a couple of healing potions, and some food.

 

You start with a modest amount of gold, the noble start and the slaveless start both increase this amount.

 

Wares

After choosing the starting location, you can choose the slave or slaver that you start with. There is an additional option to start with no NPC following you, but with bonus gold and the slaver equipment you chose earlier.

 

Calden and Nireli come as a package.

 

After choosing, sleep on the bed to start the game. Give it a few moments for all the scripts to run.

 

Alternate Perspective

You select your entire loadout and the NPC you want while still in the starting cell. There are no additional options on the dragon, instead you can use your choices on every start.

 

The strongbox on the table now contains several notes, employment contracts (for slavers) and proofs of ownership (for slaves). You can read them for a short description of the NPC. If you have them in your inventory when you walk past the door, the NPC matching the chosen notes will spawn and be automatically enslaved/recruited for you.

You can pick multiple NPC, but be aware that they are spawned and enslaved one at a time.

 

In the AP footlocker, you'll find DOM weapons like the padded whip and the bludgeon. DOM spell books have been added to the other spell tomes in the drawers next to the bed. The closet with armors now also has some DOM collars.

 

Pick whichever option you like, and start the game.

 

 

Enthralled integration

You can still get the NPCs that you didn't pick if you have Enthralled: Custom Npc Quests for Paradise Halls and Diary of Mine installed. The highly trained slaves will automatically be added to the slavers in Solitude, Windhelm, and Raven Rock docks. The slavers can be hired from the same locations.

The poorly trained Calden and Nireli can be bought from the jails.

 

The Alternate Start patches are not needed for Enthralled integration, only the main file.

 

This requires Enthralled version 1.6.1 or higher. It will only work if Enthralled is installed from the start.

 

 

Assets from other mods

This mod uses eye meshes and textures from Koralina's Even More eyes and from Kala's Eyes. Only the textures required are included. If you have these mods already installed, you might get a conflict warning. As they are the same files this does not matter. If you have those mods and want to save a few MB of disc space, you can delete them from this mod.

 

 

 

If you have suggestions, ideas, or want to report a bug, let me know in the comments.

 

Changelog

Spoiler

1.0.1
*Changed the way capture to DOM is implemented, it now uses a cleaner method that still skips the default dialogue but does the setup better. This should solve some bugs, such as the tie up wheel and wearing armor.

 

v1.1.0

Added choices for starting equipment. There are currently 8 choices. Vampire start was tested with vanilla vampire and with Sacrosanct.

 

Changed some of the inn starts to more interesting and more convenient starts (note: The outdoors area is noticeably heavier on the gaming engine. Make sure all your startup scripts have fully run.)

Changed Riverwood Inn start to Guardian Stones.
Changed Winterhold start to Winterhold College start, after Faralda's test. Also set up the bridge lights. Speak to Mirabelle for the tour, or skip it and go directly to Tolfdir. 
NOTE: wait until Brelyna and Onmund are in the lecture hall before approaching Tolfdir. If the lesson scene start without them present, the dialogue will be weird.

 

Zaz integration: if ZAZ is installed, each gear option will start with some Zaz restraints, if Devious Devices is also loaded, you can also get some of the "Zbf DD" items which use Devious Device textures but are simple to use on DOM slaves
Devious Devices: If Devious Devices is detected, you'll start the game with several DD keys.

 

Some conditional dialogue for a few npcs, based on DOM Events. Experimental, not all NPCs are included yet.


Further Enthralled integration, NPCs that are bought from the slaver/jail will now have a bit of dialogue to explain how they got in that situation. (This does not affect those that you started with.)
Slaves will now start with varied dispositions, usually neutral, but some friendly and hostile, instead of always starting with -2 disposition.

All female slaves now have a faction and/or class that can be detected by Bloodline - A Fertility Mode Companion Mod. Some have multiple, others have only one.

 

v1.2
new save required, esp names have been changed. If you do update, all old stuff will disappear.

 

*NEW: Alternate Perspective is now supported. Using the NPC without either start is now supported.
*Split mod into different parts, a file that contains the NPC, and a file that contains the alternate starts. Can be both LAL or AP. Alternate start files are both optional for those that only want the NPC for Enthralled.
*Changed esp names.

 

All versions:
*Thisa was erroneously set to always be at level 1. She is now set to scale slowly in level (80% of player level). She also starts as respectful now
*NPCs now start with a trauma counter
*general code cleanup

 

LAL:
*Equipment and inventory for each start is now loaded in a formlist and a leveleditem instead of being hardcoded. Players can use Skypatcher or xEdit to modify these to customise their starting equipment.
ZAZ and DD items are still hardcoded.


AP
*fully new patch for Alternate Perspective. It doesn't contain starts, instead it allows to select NPC in the startcell, allowing you to start as a slaver with every start. 
Be careful with starts that place you in hostile environment (Vampire, forsworn,...) as npcs might aggro before the enslavement is finalised.
*added DOM items and spellbooks to the startcell.

 

future plans

Spoiler

*Give the player a choice in starting equipment, such as two handed warrior or mage equipment.

*Implement soft support of bondage equipment, like ZAZ.

*Implement some custom dialogue for slaves, both for the starting choice, and for the ones bought through Enthralled. WIP

*More slavers and slaves to pick.

*Alternate versions: a version for Alternate Perspectives, or a version that's independent from a starting mod. Only once the main mod is finished.

 


  • Submitter
  • Submitted
    10/30/2025
  • Category
  • Requirements
    Alternative Start - Live Another Life or Alternate Perspective or Enthralled,
    Diary of Mine
  • Regular Edition Compatible
    No
  • Install Instructions

    All files are espfe/esl flagged.

     

    Download and installation

    DOM Slaver Start The main file. Always needed.

     

    Optional: Alternate Start patches, choose only one. Not needed if you only want it for Enthralled

    DOM Slaver Start Live Another Life LAL Patch Enables the LAL starting options

    DOM Slaver Start Alternate Perspective AP Patch Enables the AP starting cell options

     

    Optional: appearance improvements, choose only one

    DOM Slaver Start Botox patch Makes the NPCs prettier, only affect the female human and elves. Men, Khajiit, and Argonian are not affected. Requires Botox for Skyrim.

    or

    DOM Slaver Start High Poly Head KSHairdo patch Makes NPCs prettier, affects all 12 NPCs. Requires High Poly Head and KS Hairdos (version 1.10).

     

    Let the appearance patch of your choice overwrite the main file

     

    Extra:

    DOM LAL Extra Face Presets This contains all the presets used to make the NPCs in the mod. Only needed if you want your PC to look like them, or want to use it as a starting point.

    If you also want to load their makeup, you'll need the following mods:

    Ancient Beauty Makeup
    Lovely Makeup and Lovely Makeup 2
    Natural Beauty Makeup
    Koralina's Freckles and moles

    The presets all use vanilla eyes, if you want to get the exact same look, switch them for the Koralina or Kala version

     

     

    Hard requirements

    Live Another Life - Alternate Start (if using the patch)

    Alternate Perspective - Alternate Start (if using the patch)

    Diary of Mine, version 7

     

    Supported mods

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

    Home Sweet Home (possible LAL start)

    Simple Slavery ++ (possible LAL start)

    ZAZ

    Devious Devices

 

Posted

Tried a few starts, everything seems to work fine. Now we have our own lusty argonian maid! Gotta create an imperial character named Crassius Curio. Thanks again!

 

As for suggestions, a bit more variety in starting gear woul be cool, maybe with an option to choose a type:

 

Mage/alchemist slaver: DOM potions and spellbooks, robes, paralysis staff, enchanted collars etc.

Warrior slaver: heavy armor and two handed weapons, yokes, cuffs, armbinders and other zaz equipment.

Stealthy type of slaver: light armor, daggers, bows, muffle scrolls, invisibility potions, paralysis poisons, ropes bondage, gags etc.

Posted

@a_random_user Ok if we install this in mid game, do the slavers and slaves get put in to the game whether we do the alt start?

I it is able to do that and it does not on the slaver side, make it were you can pick up one or 2 somewhere in Skyrim, for example it you have a orc trainer you can pick them up at one of the 3 orc strongholds, a Breton in like Markarth, a Nord in WR or WH. etc. and bet place those you can in the taverns/pubs.

Posted
6 hours ago, Coom Nation said:

Mage/alchemist slaver: DOM potions and spellbooks, robes, paralysis staff, enchanted collars etc.

Warrior slaver: heavy armor and two handed weapons, yokes, cuffs, armbinders and other zaz equipment.

Stealthy type of slaver: light armor, daggers, bows, muffle scrolls, invisibility potions, paralysis poisons, ropes bondage, gags etc.

 

those are awesome ideas. which makes me think: can we use traps with DOM to paralyze/capture slaves?

Posted

It's great to see something come out for starters.

 

and I gotta give you big thanks for going that little extra mile for having these slaves also purchasable if you don't use the Alternate Start

 

Especially Thisa.... she is quite appetizing

 

 

There was something I never got around to post about in regards to Alternate Starts back when you started talking about making this.

I'm not saying this in a negative way, but I felt like it probably would've made a difference.

 

It's just there's been so many added scenarios and Alternate Start variants over the years. Many have lost interest in the original for one reason or another

The ones that really stuck out for me were ones that helped speed up the process on certain things.

Joining a side in the civil war, getting a Hearthfire home built without Thane-hood, skips or bypassing the steps to being proclaimed Dragonborn, Vampirism or Werewolf. Some Alt Starts gave large or huge amount of random or small locations to choose from

Some mods did help cut the reliance on this stuff over the years like Skipper for skipping quests or Quickport for a random location. Or alternate methods to be a Vampire Lord or Werewolf

 

I personally use Relic Hunter to get Legacy of the Dragonborn's Museum and Guild up and running fully since that is quite a tedious and long task.

There was a random cosmetic NPC in the mini dungeon that I would enslave and cheat train her as my taskmistress but over time, it just wasn't worth it anymore.

She wasn't prettied up with hair or face, and other mods made the process difficult.

A modded bandit camp is now in-between where you start and the dungeon. Dragon mods spawn an op health regen dragon right behind where I start. And Creature and Skeleton mods for some reason make the skeletons in that mini-dungeon crash my game and only in that cell.

Nowadays I just coc out of there, use console code to skip the intro quest for LotD Alt start. And than save reload wherever else to stop that Dragon from chasing me everywhere.

 

There was also talk from the mod team for Odyssey of the Dragonborn about making their own form of an Alternate Start addon so you can get into Odyssey's questline immediately as well as having certain scenarios and completed or progressed things right off the bat. Like the Civil War or Main Quest.

Source here

 

 

You obviously can't do every alternate start variants or their scenarios to give a slave, and some just don't fit like my Relic Hunter one

And you can't have some type of easy quest or hidden stash for some "Good-for-one-free-trained-slave-coupon" because then we got location as the problem to find and "redeem".

 

 

 

I just wondered if it would've been better, or perhaps maybe an idea for a variant to Slaver Start, If it was done in a way that it was triggered by a Book or Misc. Item that you get on every new game like how some mods used to back in the day, like OBIS or Immersive Wenches.

Selecting this item would then give you the Slave Start scenarios by message box to choose from in regards to selection of slaves/slavers, which then spawns and gives you the slave and items.

Afterwards the book/misc item is deleted and you are free to do your alternate start, regardless on what alternate start it is or its scenarios.

(The item could also be deleted from whatever trigger all alternate starts do when become unbound if you decide to go slaver-less)

 

edit: I just realized having it as a book could be extra useful as you can write info on the slaves available to choose from in it. Then just have message pop up on choosing a slave after closing the book and exiting your inventory

 

 

 

 

 

Maybe seeing a few more slaves in the selection could be cool too.

Like how you had a poorly trained married straight couple. Perhaps a gay/lesbian couple. A mother-daughter combo. Or 2 sisters

edit: Oh and maybe possible some origin/lore dialogue for these slaves like how you had for the other uniques from the jails and slavers of Enthralled

 

 

I also had another idea that might be something interesting as a separate mod like this. I'll post it back on Enthralled when i got the time.

 

Great work as always and I hope to maybe see more lovelies in the future

 

 

Posted
2 hours ago, tonitrulupus said:

@a_random_user Ok if we install this in mid game, do the slavers and slaves get put in to the game whether we do the alt start?

Yes. The set up for the NPCs is done when the mod is first loaded, so if it's installed mid game they are all added to Enthralled factions. I have not tested this property yet, but it should work.

 

2 hours ago, tonitrulupus said:

it is able to do that and it does not on the slaver side, make it were you can pick up one or 2 somewhere in Skyrim, for example it you have a orc trainer you can pick them up at one of the 3 orc strongholds, a Breton in like Markarth, a Nord in WR or WH. etc. and bet place those you can in the taverns/pubs.

Currently, the slavers are randomly placed. Putting unique slavers in specific locations, possibly with dialogue, is better done in Enthralled itself. I do have plans to make some small quests there to get unique slavers. At least if my PC doesn't fail me by then, it has crashed a few times the last couple of weeks.

 

7 hours ago, Coom Nation said:

As for suggestions, a bit more variety in starting gear woul be cool, maybe with an option to choose a type:

 

Mage/alchemist slaver: DOM potions and spellbooks, robes, paralysis staff, enchanted collars etc.

Warrior slaver: heavy armor and two handed weapons, yokes, cuffs, armbinders and other zaz equipment.

Stealthy type of slaver: light armor, daggers, bows, muffle scrolls, invisibility potions, paralysis poisons, ropes bondage, gags etc.

These are nice ideas, and I think it is possible to implement them. I could use some scripting to make the zaz equipment a soft dependency.

It would require putting an extra dialogue level, so instead of location->slave, you'd have location->equipment->slave. There is a point where it gets to long, but is three levels still acceptable? I'm a bit worried players would get impatient if the starting dialogue takes too long.

 

32 minutes ago, McLovin3 said:

It's just there's been so many added scenarios and Alternate Start variants over the years. Many have lost interest in the original for one reason or another

The ones that really stuck out for me were ones that helped speed up the process on certain things.

Joining a side in the civil war, getting a Hearthfire home built without Thane-hood, skips or bypassing the steps to being proclaimed Dragonborn, Vampirism or Werewolf. Some Alt Starts gave large or huge amount of random or small locations to choose from

Some mods did help cut the reliance on this stuff over the years like Skipper for skipping quests or Quickport for a random location. Or alternate methods to be a Vampire Lord or Werewolf

I admit I didn't even think about starts that gets ahead in quests, I've always taken the simpler starts in my own games. I like the nobody to nightmare concept.

Adding some is something I might try, but it will have to be a selection. Because as you said, there are a lot of options there.

 

48 minutes ago, McLovin3 said:

 

Maybe seeing a few more slaves in the selection could be cool too.

Like how you had a poorly trained married straight couple. Perhaps a gay/lesbian couple. A mother-daughter combo. Or 2 sisters

edit: Oh and maybe possible some origin/lore dialogue for these slaves like how you had for the other uniques from the jails and slavers of Enthralled

 

Expanding the selection is certainly something that can happen in the future, I already had to stop myself form adding even more options. I was ready to publish this mod twice before, and then I thought of another option to add. There is some competition with Enthralled though, a character concept might be placed there or here, depending on what fits best.

 

As for the dialogue, the problem I have there is that I don't want to force a backstory on the player. If a player imagines themself having caught and trained a slave, but the dialogue implies that the player bought them, you get friction which I want to avoid. And if they are added to Enthralled system, the dialogue options still need to make sense.
That doesn't mean I don't want to write some dialogue, I just don't know what yet.

 

As for a magic book start, I really have to think about it.

 

Note that with how the mod works, it's likely that major updates will require a new game, or a clean save.

 

 

Posted
14 minutes ago, a_random_user said:

Expanding the selection is certainly something that can happen in the future, I already had to stop myself form adding even more options. I was ready to publish this mod twice before, and then I thought of another option to add. There is some competition with Enthralled though, a character concept might be placed there or here, depending on what fits best.

This can always be added later as time goes on.

 

15 minutes ago, a_random_user said:

As for the dialogue, the problem I have there is that I don't want to force a backstory on the player. If a player imagines themself having caught and trained a slave, but the dialogue implies that the player bought them, you get friction which I want to avoid. And if they are added to Enthralled system, the dialogue options still need to make sense.

Yeah, I here you there, I use Kadin as one of my main followers, when he asked about what my PC was up to, some of the starts you have no clue your back ground. but there is no options for that. so I get the conflict of back stories.

Posted
11 hours ago, a_random_user said:

I'm a bit worried players would get impatient if the starting dialogue takes too long

Don't worry, anyone who is using DOM is used to long lists of dialogue options, we'll be fine.

Posted

I encountered a bug with the slaver that I started game with. Though I think it's a DOM bug and not this mod's fault. It's the same bug that happened with enthralled slaves which you enslave through dialogue option, they are added in DOM in bugged tied state, so they are stuck in any pose in which they are at the moment. For example when I ensalved Bette when she was sitting on the bench, she was stuck on that bench after she was added to DOM. For slaves the solution is simple: tie and untie them and the bug is gone. But you can't tie up slavers so I don't know how to get rid of this bug in that case...

Posted (edited)
59 minutes ago, Coom Nation said:

I encountered a bug with the slaver that I started game with. Though I think it's a DOM bug and not this mod's fault. It's the same bug that happened with enthralled slaves which you enslave through dialogue option, they are added in DOM in bugged tied state, so they are stuck in any pose in which they are at the moment. For example when I ensalved Bette when she was sitting on the bench, she was stuck on that bench after she was added to DOM. For slaves the solution is simple: tie and untie them and the bug is gone. But you can't tie up slavers so I don't know how to get rid of this bug in that case...

I've encountered this before, though it hadn't caused issues beyond the cuffs not working. I'm working on a solution. I had not seen it with slavers yet, and it does surprise me that they are affected. While I use the capture code for slaves a bit different to get around the capture dialogue, the scripts for slavers are the standard method of adding slavers.

Edited by a_random_user
Posted
6 minutes ago, a_random_user said:

though it hadn't caused issues beyond the cuffs not working

Well, the problem with the slaver is that if he's sandboxing and sitting in chair for example, you are unable to make him follow you, he will be stuck in the sitting pose.

Posted
2 hours ago, Coom Nation said:

I encountered a bug with the slaver that I started game with. Though I think it's a DOM bug and not this mod's fault. It's the same bug that happened with enthralled slaves which you enslave through dialogue option, they are added in DOM in bugged tied state, so they are stuck in any pose in which they are at the moment. For example when I ensalved Bette when she was sitting on the bench, she was stuck on that bench after she was added to DOM. For slaves the solution is simple: tie and untie them and the bug is gone. But you can't tie up slavers so I don't know how to get rid of this bug in that case...

I've done some tests, and I suspect the tied state is a DOM bug. I could confirm that a vanilla NPC caught with DOM's "Surprise, you're mine" mechanic is registered as being tied up immediately after enslaving. I did not get the stuck animation yet, but my installation is pretty light, so that might help. I'll do some more test to confirm it.

Coincidently, I did find a better, cleaner way to add slaves to DOM, so I'll test that out and add it to Enthralled and Slaver Start if it works as expected.

Posted (edited)

@a_random_user found my first slave, had the option to hire, did the hiring, did the payment, Brent didn't follow had to go through lets have a serous talk, and hired him that way. not sure if it is from not going through the alt start, or due to mid game install.  the other slavers are showing up around the slave traders at WH, Solitude, and I am sure the other location, just have not got up there yet.

 

I am liking this addition, faces look great!

 

What you may wish to think about is maybe adding a new unique slave maybe 2 every up date. have like a total of 4 or 5 from each race, something like 2 males 3 female, don't what to over do the unique some people like selling them.

Edited by tonitrulupus
Posted

Brent anomaly:

Made a run choosing Brent as the starting slaver.

Went to Whiterun and chatted up Adrienne. Handed her off to Brent to train.

Everything maxxed - wonderfully. This was in front of  Warmaidens.

Took Adrienne back. At some point Brent went invisible. DOM reset fixed him.

But he just stood there - would not follow.

Went to clear a dungeon - and summoned him. He just stands there. Dialog works OK. Will not fight...

OK - so he will not follow or fight. He can still train, right?

I built Lakeside and summoned him to his new base. Told him to take some slaves.

Told Curime to join her new trainer.

Instant aggro. She attacked Brent and all my followers / slaves attacked her. Dead Curime.

Rolled back and told DOM to remove slaver Brent...

 

Posted

@a_random_user, Ok, the first slaver, I got the message, "i need someone to look after my slave" I believe is the phrasing, once I got that, gold was removed, but brend didn't follow, was not listed under slavers, now I was able to hire him under "lets have a serous chat..." for 7k, so I don't believe their are getting registered or seen by DOM, tried to other slavers, same thing, Morn same method, 8.9K lol. but they are getting hired that way.

Posted
2 hours ago, fred200 said:

But he just stood there - would not follow

This may be the tied up bug. It was fixed in the new version of Enthralled, hopefully it will be fixed in this mod too.

Posted (edited)

  

So I did a quick test run. Hired Brend and Ubaasi and have them train Bette and Fjora. Took the slaves back, set them to follow and fight, and attacked some bandits. Slavers fought.

Bought Curime and had Brend train her.

The only thing I noticed that went wrong here was that Bette got stuck in a "being punished" state after her trainer gave her back, but that was fixed by telling her "stop whatever you're doing."

 

I couldn't reproduce any bug yet, I'll need to do more tests to find out what went wrong.

2 hours ago, fred200 said:

But he just stood there - would not follow.

Went to clear a dungeon - and summoned him. He just stands there. Dialog works OK. Will not fight...

Did you use the dialogue option to tell him to follow and to fight for you, or did you use the wheel menu (standard y for follow and shift+y for fighting). By default, slavers that give their trainees back are set to wait.

If you reload a save where Brend is still your slaver, could you check what his occupation is in DOM's MCM slaver  tab? It should say Guard short.

 

1 hour ago, tonitrulupus said:

@a_random_user, Ok, the first slaver, I got the message, "i need someone to look after my slave" I believe is the phrasing, once I got that, gold was removed, but brend didn't follow, was not listed under slavers, now I was able to hire him under "lets have a serous chat..." for 7k, so I don't believe their are getting registered or seen by DOM, tried to other slavers, same thing, Morn same method, 8.9K lol. but they are getting hired that way.

Was this on an existing save? It's possible the script update didn't register on the save file. Could you do a quick new game and see if the problem persists? 

Some console commands that are useful to do a quick test:

tmm 1

activates all fast travel points immediately

player.additem 0000000f 10000

gives you 10000 gold immediately, so you can hire a slaver directly. 

 

Edited by a_random_user
Posted (edited)
3 hours ago, a_random_user said:

  

So I did a quick test run. Hired Brend and Ubaasi and have them train Bette and Fjora. Took the slaves back, set them to follow and fight, and attacked some bandits. Slavers fought.

Bought Curime and had Brend train her.

The only thing I noticed that went wrong here was that Bette got stuck in a "being punished" state after her trainer gave her back, but that was fixed by telling her "stop whatever you're doing."

 

I couldn't reproduce any bug yet, I'll need to do more tests to find out what went wrong.

Did you use the dialogue option to tell him to follow and to fight for you, or did you use the wheel menu (standard y for follow and shift+y for fighting). By default, slavers that give their trainees back are set to wait.

If you reload a save where Brend is still your slaver, could you check what his occupation is in DOM's MCM slaver  tab? It should say Guard short.

 

Was this on an existing save? It's possible the script update didn't register on the save file. Could you do a quick new game and see if the problem persists? 

Some console commands that are useful to do a quick test:

tmm 1

activates all fast travel points immediately

player.additem 0000000f 10000

gives you 10000 gold immediately, so you can hire a slaver directly. 

 

 

I use a controller, and pretty much never use the wheel menu. Dialogs only.

In DOM, Brend's target is Adrienne (even though she was returned), and his occupation is Wait.

I have a save where I can summon him and give him any orders you would like me to try.

Edited by fred200
Posted
7 hours ago, a_random_user said:

Was this on an existing save? It's possible the script update didn't register on the save file. Could you do a quick new game and see if the problem persists? 

Some console commands that are useful to do a quick test:

Yup, on an existing save. 

 

7 hours ago, a_random_user said:

gives you 10000 gold immediately, so you can hire a slaver directly. 

Had like 20 k on the PC lol normally I only run with 5 to 8K, I just figured I would let you know, that its possible a fresh/new save may cause this issue where as a fresh playthrough wont, I have seen these types of quirks with mods, minor things don't run right but over all works just fine, Don't know if I stated that payment was made and removed 500 gold/septims, they just didn't transition over to the slave list, but could hire through lets have a chat dialog. they do everything else as they should, have brand training as we speak lol.

Posted
4 hours ago, fred200 said:

 

I use a controller, and pretty much never use the wheel menu. Dialogs only.

In DOM, Brend's target is Adrienne (even though she was returned), and his occupation is Wait.

I have a save where I can summon him and give him any orders you would like me to try.

I use a controller as well but I have a few important hot keys set up/ punishments, refresh NPC, and one for the slaver, I have other mods that use hot keys so I have to me mindful of which keys I use and which go to each mod.

 

Posted

Tried new version, in case of slaves tied up bug is gone and everything is working perfectly. Slavers though can still get stuck in sitting animation. Maybe tied up bug wasn't the case? But I found a workaround: order them to fight for you, then unsheathe your weapon, they will do the same and that will break them free from the stuck state.

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