TrollAutokill Posted June 29 Author Posted June 29 2 hours ago, DonQuiWho said: Leaving Embry aside, @Bane Master's Follower Slave Mod (FSM) allows defeated followers to be 'captured, and then maybe sold on, by the initial victors, to the Hydra Slave Girl mod's Slavers, as well as 'rescued' from them by the player, so is there any reason that is specific to DOM that would preclude similar sales to those same NPCs? In asking that, I realise that not every NPC called 'slaver' will be a 'Hydra' one, so some 'slaver' NPCs might be out of scope, but is chopping them ALL out maybe not just 'overkill'? DQW I could think of an option, but to avoid any problem the slaves can not be registered in the normal AYGAS system as it needs a "real" (unique) owner. Any guard or bandit owning a slave will be deleted once the player leaves the area leaving a NONE pointer in place for future crashes to use. But yes, sending them to Hydra or Fellglow camp slavers could be a solution. Not very lore friendly for my taste.
CliftonJD Posted June 29 Posted June 29 5 hours ago, DonQuiWho said: Leaving Embry aside, @Bane Master's Follower Slave Mod (FSM) allows defeated followers to be 'captured, and then maybe sold on, by the initial victors, to the Hydra Slave Girl mod's Slavers, as well as 'rescued' from them by the player, so is there any reason that is specific to DOM that would preclude similar sales to those same NPCs? In asking that, I realise that not every NPC called 'slaver' will be a 'Hydra' one, so some 'slaver' NPCs might be out of scope, but is chopping them ALL out maybe not just 'overkill'? DQW for most cases of the hydra slavegirls the below description holds as those are randoms: On 6/27/2026 at 9:31 PM, TrollAutokill said: Unfortunately Skyrim doesn't give a notice before deleting Spawns. So slaves sold to non uniques will have to be deleted asap. but additionally might have issues on slaves sold there not set to delete as those npcs already have issues they cant even be enslaved like normal npcs without the mod deleting them so i have a feeling you might run into similar issues setting them as owners 1
DonQuiWho Posted June 29 Posted June 29 8 hours ago, CliftonJD said: for most cases of the hydra slavegirls the below description holds as those are randoms: but additionally might have issues on slaves sold there not set to delete as those npcs already have issues they cant even be enslaved like normal npcs without the mod deleting them so i have a feeling you might run into similar issues setting them as owners @CliftonJD @TrollAutokill Thanks, both I think that I had made the possibly somewhat naive assumption that because @Bane Master's mod seemed to cope with defeated followers being offloaded to Hydra mod Slavers, that those were 'uniques'. If that was a stretch too far on my part, and they're really not just simple unique NPCs, there's no need for anyone to wrap their neck round trying to make it work in any other way - it's just not worth it DQW 1
TrollAutokill Posted July 2 Author Posted July 2 (edited) AYGAS 0.72i is out with small changes: Updated the mod decriptions with new features since @Musje original mod. All in one FOMOD. Choose PAH or DOM version at install. Only shows stats>0 in AYGAS MCM lists. Edited July 2 by TrollAutokill
DonQuiWho Posted July 3 Posted July 3 I've started trying to sell slaves - captured and trained with earlier versions - with the full set of current DOM etc mods, incl in this game PAHE 8.2.3 I have taken a slave trained to 100 in every main measure in DOM - my Dawnstar Snow Troll nearly bust a gut doing this But the sale process is very iffy Got no offers in Dawnstar Went to Whiterun - no dialogue, nor any offers there either, but I did get a few guards to say they don't do such nasty business there (I'd forgotten to do that in Dawnstar Took them to Riverwood Straight away got standard dialogue to ask innkeeper at Sleeping Giant if he wanted some help - but no reply In Riverwood, dialogue with a passing Khajeet allowed me to ask if they were interested, and what they would offer for either of the - by now - 2 slaves in tow. Not 'interested' And no sale related dialogue since Looked back at my log (ridden with a heap of stuff from a Pamatronic device which I need to nix) and all the AYGAS stuff, initialisation and the partial sale effort referred to, is as shown below sales was this Is this just my setup totally screwed, or is there maybe anything else at play - that you maybe need to know about? As ever, all advice welcome Spoiler --------------- C:\Users\Grumpy\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log (22 hits) Line 910: [07/03/2026 - 07:54:13PM] AYGAS started, version 0.72 Line 1044: [07/03/2026 - 07:54:14PM] == DOM&PAH: AYGAS Interface == Line 1180: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH for AYGAS success! Line 1182: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH SL Extension for AYGAS success! Line 1183: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH HSH for AYGAS success! Line 5508: [07/03/2026 - 07:55:44PM] DOM_Core: AYGAS Found! ----------------- [07/03/2026 - 08:05:44PM] ============================================================================ [07/03/2026 - 08:05:44PM] == DOM&PAH: AYGAS Interface == [07/03/2026 - 08:05:44PM] ============================================================================ [07/03/2026 - 08:05:44PM] Initialize DOM&PAH for AYGAS success! [07/03/2026 - 08:05:44PM] Initialize DOM&PAH SL Extension for AYGAS success! [07/03/2026 - 08:05:44PM] Initialize DOM&PAH HSH for AYGAS success! [07/03/2026 - 08:05:44PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 868 [07/03/2026 - 08:05:44PM] Error: Cannot call GetPositionX() on a None object, aborting function call stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 869 [07/03/2026 - 08:05:44PM] warning: Assigning None to a non-object variable named "::temp135" stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 869 [07/03/2026 - 08:05:45PM] [DDSound] - _DeviousSounds_MagEff_BallGag_NPC_1 - Aina - CheckNPCCondition - False - IsInCombat [07/03/2026 - 08:05:45PM] [DMSE] Claire's lemonade stand earned 3g while you were out. [07/03/2026 - 08:05:45PM] Error: Mismatched types assigning to variable named "::temp38" stack: [aygasSellQuest (F100332C)].aygassellscript.ConsiderSlave() - "aygassellscript.psc" Line 117 [aygasSellQuest (F100332C)].aygassellscript.OfferSlave() - "aygassellscript.psc" Line 108 .AYGASSellOfferSlot.OfferSlot() - "AYGASSellOfferSlot.psc" Line 21 .AYGASSellOfferSlot.Fragment_0() - "AYGASSellOfferSlot.psc" Line 10 ------------------- DQW
TrollAutokill Posted July 4 Author Posted July 4 5 hours ago, DonQuiWho said: I've started trying to sell slaves - captured and trained with earlier versions - with the full set of current DOM etc mods, incl in this game PAHE 8.2.3 I have taken a slave trained to 100 in every main measure in DOM - my Dawnstar Snow Troll nearly bust a gut doing this But the sale process is very iffy Got no offers in Dawnstar Went to Whiterun - no dialogue, nor any offers there either, but I did get a few guards to say they don't do such nasty business there (I'd forgotten to do that in Dawnstar Took them to Riverwood Straight away got standard dialogue to ask innkeeper at Sleeping Giant if he wanted some help - but no reply In Riverwood, dialogue with a passing Khajeet allowed me to ask if they were interested, and what they would offer for either of the - by now - 2 slaves in tow. Not 'interested' And no sale related dialogue since Looked back at my log (ridden with a heap of stuff from a Pamatronic device which I need to nix) and all the AYGAS stuff, initialisation and the partial sale effort referred to, is as shown below sales was this Is this just my setup totally screwed, or is there maybe anything else at play - that you maybe need to know about? As ever, all advice welcome Hide contents --------------- C:\Users\Grumpy\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log (22 hits) Line 910: [07/03/2026 - 07:54:13PM] AYGAS started, version 0.72 Line 1044: [07/03/2026 - 07:54:14PM] == DOM&PAH: AYGAS Interface == Line 1180: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH for AYGAS success! Line 1182: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH SL Extension for AYGAS success! Line 1183: [07/03/2026 - 07:54:14PM] Initialize DOM&PAH HSH for AYGAS success! Line 5508: [07/03/2026 - 07:55:44PM] DOM_Core: AYGAS Found! ----------------- [07/03/2026 - 08:05:44PM] ============================================================================ [07/03/2026 - 08:05:44PM] == DOM&PAH: AYGAS Interface == [07/03/2026 - 08:05:44PM] ============================================================================ [07/03/2026 - 08:05:44PM] Initialize DOM&PAH for AYGAS success! [07/03/2026 - 08:05:44PM] Initialize DOM&PAH SL Extension for AYGAS success! [07/03/2026 - 08:05:44PM] Initialize DOM&PAH HSH for AYGAS success! [07/03/2026 - 08:05:44PM] Error: Cannot call MoveTo() on a None object, aborting function call stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 868 [07/03/2026 - 08:05:44PM] Error: Cannot call GetPositionX() on a None object, aborting function call stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 869 [07/03/2026 - 08:05:44PM] warning: Assigning None to a non-object variable named "::temp135" stack: [ (FF0044C1)].pamaFurniture_twoPointGallow.OnUpdate() - "xcgotwzyhcorvfrskfdmnhwslekqrobw" Line 869 [07/03/2026 - 08:05:45PM] [DDSound] - _DeviousSounds_MagEff_BallGag_NPC_1 - Aina - CheckNPCCondition - False - IsInCombat [07/03/2026 - 08:05:45PM] [DMSE] Claire's lemonade stand earned 3g while you were out. [07/03/2026 - 08:05:45PM] Error: Mismatched types assigning to variable named "::temp38" stack: [aygasSellQuest (F100332C)].aygassellscript.ConsiderSlave() - "aygassellscript.psc" Line 117 [aygasSellQuest (F100332C)].aygassellscript.OfferSlave() - "aygassellscript.psc" Line 108 .AYGASSellOfferSlot.OfferSlot() - "AYGASSellOfferSlot.psc" Line 21 .AYGASSellOfferSlot.Fragment_0() - "AYGASSellOfferSlot.psc" Line 10 ------------------- DQW Which version was that?
DonQuiWho Posted July 4 Posted July 4 5 hours ago, TrollAutokill said: Which version was that? Currently in game at time of reported issue (your base mod name annotated with my included mods/patches/date and save installed) --------------- PAH_AndYouGetASlave_0.72i_DOM version 260703 Save 582 - as installed from the FOMOD as the DOM version with, below that in MO2 L/H pane Diary Of Mine 8.3.1a_SE_fomod incl PAHE FellGlow -Farengar DM3 SBC TDFs DWA STATTS 260603 Save 441 with also, at L/H top of PAHE mods in MO2 is PAHE 8.2.3 -------------- I had previously used - other older PAH versions ones - then PAH_AndYouGetASlave_0.72c_SSE 4th TAK Save 207 - then: PAH_AndYouGetASlave_0.72g_DOM_SSE Save 441 - then: PAH_AndYouGetASlave_0.72h_DOM_SSE Save 441 use with DOMAYGAS patch in DOM all the older AYGAS versions are completely overwritten by 0.72i_DOM ------------- Hope that helps 1
TrollAutokill Posted July 4 Author Posted July 4 (edited) 2 hours ago, DonQuiWho said: Currently in game at time of reported issue (your base mod name annotated with my included mods/patches/date and save installed) --------------- PAH_AndYouGetASlave_0.72i_DOM version 260703 Save 582 - as installed from the FOMOD as the DOM version with, below that in MO2 L/H pane Diary Of Mine 8.3.1a_SE_fomod incl PAHE FellGlow -Farengar DM3 SBC TDFs DWA STATTS 260603 Save 441 with also, at L/H top of PAHE mods in MO2 is PAHE 8.2.3 -------------- I had previously used - other older PAH versions ones - then PAH_AndYouGetASlave_0.72c_SSE 4th TAK Save 207 - then: PAH_AndYouGetASlave_0.72g_DOM_SSE Save 441 - then: PAH_AndYouGetASlave_0.72h_DOM_SSE Save 441 use with DOMAYGAS patch in DOM all the older AYGAS versions are completely overwritten by 0.72i_DOM ------------- Hope that helps Oups my bad. I forgot to recompile the aygas sell script. As for not getting the "Have you ever dreamt of having a servant" line, this is normal in the following cases: non-uniques NPC. beggars (but that will change in the future). NPCs flagged as slaves or slavers (including PAH slavers and Zaz slaves and slavers) all NPCs if you have only DOM slaves and you installed the PAH plugin. Respectively only PAH slaves and you installed the DOM plugin. This can be fixed with the DOMPAH_AYGAS.esp patch included in the DOM installer. Otherwise they should all have the line. Then most people will refuse zero training slaves. Also with DOM, it might feel like all slaves have the same value. But that's mostly because the NPCs have limited wealth. Increase the wealth slider in the MCM if you don't like that. or try to sell to merchants instead of labourers. Their wealth factor can also be tuned individually in their JSON file. Edited July 4 by TrollAutokill 1
TrollAutokill Posted July 4 Author Posted July 4 Version 0.72j is out. Corrected AYGAS sell script error.
DonQuiWho Posted July 4 Posted July 4 2 hours ago, TrollAutokill said: Spoiler Oups my bad. I forgot to recompile the aygas sell script. As for not getting the "Have you ever dreamt of having a servant" line, this is normal in the following cases: non-uniques NPC. beggars (but that will change in the future). NPCs flagged as slaves or slavers (including PAH slavers and Zaz slaves and slavers) all NPCs if you have only DOM slaves and you installed the PAH plugin. Respectively only PAH slaves and you installed the DOM plugin. This can be fixed with the DOMPAH_AYGAS.esp patch included in the DOM installer. Otherwise they should all have the line. Then most people will refuse zero training slaves. Also with DOM, it might feel like all slaves have the same value. But that's mostly because the NPCs have limited wealth. Increase the wealth slider in the MCM if you don't like that. or try to sell to merchants instead of labourers. Their wealth factor can also be tuned individually in their JSON file. 😂😂😂 Made my afternoon, thanks. I'll try the update as soon as I can get away from the visitors again And I am so glad that I finally helped to achieve something useful, as opposed to forever feeling that I'm just being stupid DQW 1
pdd001 Posted July 21 Posted July 21 When my slave turning tricks they don't play any animation. They just go to the location and end there. I'm using Dom version 1
TrollAutokill Posted July 22 Author Posted July 22 New in version 0.72m: Slaves in AygasIgnore faction can not be sold to NPC. As a consequence on duty slaves (except those in the slave cart) can not be sold through AYGAS. DOM floor prices have been adjusted to PAH level. This is before applying the NPC wealth factor. Added a check for owner less slaves. 1
DonQuiWho Posted July 27 Posted July 27 @TrollAutokill As requested, I've taken this to this thread, and to avoid cross referencing back to the post on the DOM thread, the core points at issue re equipping slaves (AYGAS & to some extent DOM itself and HSH) are repeated below. ============================================================= The general issue does, of course, also potentially impact on DOM's and HSH's management of equipped items, and basically is: Can outfit setting and equipping be kept simple? There is a precedent as to how to equip NPCs in slavery that might be able to be used, possibly fairly simply too It can be found in @Bane Master's 'Follower Slave Mod' (FSM) which already has a built in methodology to do this. There are two important points to consider at the outset Firstly, in order to ensure that the Follower Framework does not, so to speak, get in the road on a relevant defeat, FSM removes the NPC's follower status during the initiation of its follower slavery events, and they are only added back as followers when the player frees them. So it's not as if the NPC involved is, or has to be, a 'follower' for the purpose of equipping the gear, Second, the gear equipped in the FSM event is specified in a custom JSON which not only comes with default options, but the structure is such that the player can specify what gear is/can be worn, from their own in game mods So what matters is not what FSM does subsequently with the NPC, as that is of no consequence to DOM/AYGAS etc. What matters is how FSM stores the info used to determine the 'outfit' applied to the (erstwhile follower) NPC when the enslavement starts, a process that DOM/AYGAS/HSH could/(does?) 'parallel' on enslavement/sale/etc It's also go the advantage that it's not hugely complicated, nor is it an unduly difficult exercise for the user to modify the JSON either. Only real difference I can think on is that if the user spec'd a range of outfits/restraints or combos of these, they would need to be able to select one of the options from a dropdown box or something similar And the people who want equipment etc to be optional or even random can just use whatever base set of devices/clothes etc get selected from whatever you included in the JSON as defaults I've included links below to the FSM mod, plus posts showing how the JSON is spec'd, and can be user modified, and also attached the sample included in the mod itself. And as a final thought, I've used @Bane Master's mods for years and they are rock solid dependable! Hope those thoughts/ideas help in this DQW =================================== t/f from the DOM thread More seriously, if there's an alternative that we can sell slaves through DOM, are we able to equip them to our taste if we do it that way? And will the subsequent owners have the same continued training etc setups as in previous times? eg, I'd always equipped my trainees for sale, with a sort of corporate uniform so that I could easily pick out my 'sales'. And I'm pretty sure that in the past if I put a DD armbinder on a slave sold via AYGAS to an innkeeper, they retained it after becoming an inn 'working girl'. And being able to spec DDs worn was good, because they use Sexlab's animation filter, and by doing that you also could keep the visible activity to an appropriate range of animations related to the devices you had got them to wear. For instance, when specifying the worn restraints AYGAS slaves should wear when being sent out to work on their own (the highest training category in AYGAS), you could create interesting 'management scenarios' eg, after the Civil War, under AYGAS, I could equip my Female Ulfrica in her finery, equipped with an armbinder, chastity belt and ring-gag and then send her out to earn her crust by sucking her way round Solitude. Something very funny to watch. I'd hate to lose that because the mod starts to 'dictate' the worn outfits. (I suppose that one might be able to use the DOM TDF patches to do that, but I haven't tried them yet, but if the slave passed over also has the outfit pre-determined, that won't help) I hadn't envisaged the integration of the PAHE mods under DOM was going to change any of that sort of mod capability or force the player into what are merely, maybe even moreso, predetermined end points, as I had thought that the general aim was that Embry et al would be even better able to manage their 'purchases' restraints, appearance and activities of a delicate nature. How about something where the player might to be able to spec the outfit and restraints slaves are equipped with on sale?. What about something like a .JSON file with a range of a few outfit/restraint combos that we can adjust to our own tastes, and specify which is applied when a sale takes place? Some clarity on that would be good! 😊 Is this still a likely development? If so, I shall have a glass to celebrate, and a snooze in the armchair 😴 ------------------------------------------------------------- From Follower Slavery Mod Link to the mod Links to posts setting out how to set up the JSON - the replies also help Outfits JSON included in the mod SlaveOutfits.json
TrollAutokill Posted July 27 Author Posted July 27 3 hours ago, DonQuiWho said: @TrollAutokill As requested, I've taken this to this thread, and to avoid cross referencing back to the post on the DOM thread, the core points at issue re equipping slaves (AYGAS & to some extent DOM itself and HSH) are repeated below. ============================================================= The general issue does, of course, also potentially impact on DOM's and HSH's management of equipped items, and basically is: Can outfit setting and equipping be kept simple? There is a precedent as to how to equip NPCs in slavery that might be able to be used, possibly fairly simply too It can be found in @Bane Master's 'Follower Slave Mod' (FSM) which already has a built in methodology to do this. There are two important points to consider at the outset Firstly, in order to ensure that the Follower Framework does not, so to speak, get in the road on a relevant defeat, FSM removes the NPC's follower status during the initiation of its follower slavery events, and they are only added back as followers when the player frees them. So it's not as if the NPC involved is, or has to be, a 'follower' for the purpose of equipping the gear, Second, the gear equipped in the FSM event is specified in a custom JSON which not only comes with default options, but the structure is such that the player can specify what gear is/can be worn, from their own in game mods So what matters is not what FSM does subsequently with the NPC, as that is of no consequence to DOM/AYGAS etc. What matters is how FSM stores the info used to determine the 'outfit' applied to the (erstwhile follower) NPC when the enslavement starts, a process that DOM/AYGAS/HSH could/(does?) 'parallel' on enslavement/sale/etc It's also go the advantage that it's not hugely complicated, nor is it an unduly difficult exercise for the user to modify the JSON either. Only real difference I can think on is that if the user spec'd a range of outfits/restraints or combos of these, they would need to be able to select one of the options from a dropdown box or something similar And the people who want equipment etc to be optional or even random can just use whatever base set of devices/clothes etc get selected from whatever you included in the JSON as defaults I've included links below to the FSM mod, plus posts showing how the JSON is spec'd, and can be user modified, and also attached the sample included in the mod itself. And as a final thought, I've used @Bane Master's mods for years and they are rock solid dependable! Hope those thoughts/ideas help in this DQW =================================== t/f from the DOM thread More seriously, if there's an alternative that we can sell slaves through DOM, are we able to equip them to our taste if we do it that way? And will the subsequent owners have the same continued training etc setups as in previous times? eg, I'd always equipped my trainees for sale, with a sort of corporate uniform so that I could easily pick out my 'sales'. And I'm pretty sure that in the past if I put a DD armbinder on a slave sold via AYGAS to an innkeeper, they retained it after becoming an inn 'working girl'. And being able to spec DDs worn was good, because they use Sexlab's animation filter, and by doing that you also could keep the visible activity to an appropriate range of animations related to the devices you had got them to wear. For instance, when specifying the worn restraints AYGAS slaves should wear when being sent out to work on their own (the highest training category in AYGAS), you could create interesting 'management scenarios' eg, after the Civil War, under AYGAS, I could equip my Female Ulfrica in her finery, equipped with an armbinder, chastity belt and ring-gag and then send her out to earn her crust by sucking her way round Solitude. Something very funny to watch. I'd hate to lose that because the mod starts to 'dictate' the worn outfits. (I suppose that one might be able to use the DOM TDF patches to do that, but I haven't tried them yet, but if the slave passed over also has the outfit pre-determined, that won't help) I hadn't envisaged the integration of the PAHE mods under DOM was going to change any of that sort of mod capability or force the player into what are merely, maybe even moreso, predetermined end points, as I had thought that the general aim was that Embry et al would be even better able to manage their 'purchases' restraints, appearance and activities of a delicate nature. How about something where the player might to be able to spec the outfit and restraints slaves are equipped with on sale?. What about something like a .JSON file with a range of a few outfit/restraint combos that we can adjust to our own tastes, and specify which is applied when a sale takes place? Some clarity on that would be good! 😊 Is this still a likely development? If so, I shall have a glass to celebrate, and a snooze in the armchair 😴 ------------------------------------------------------------- From Follower Slavery Mod Link to the mod Links to posts setting out how to set up the JSON - the replies also help Outfits JSON included in the mod SlaveOutfits.json 10.13 kB · 0 downloads BaneMaster mod works because it uses followers, which are unique actors. Unique actors are easy, you can clear their outfit and make them wear whatever you want. PAH and subsequent mods were designed with spawned actors in mind, and the only available solution at the time created the infamous naked bandit bug. DOM tries to accommodate both spawned and unique, but once again uniques are the easy ones.
DonQuiWho Posted July 28 Posted July 28 6 hours ago, TrollAutokill said: BaneMaster mod works because it uses followers, which are unique actors. Unique actors are easy, you can clear their outfit and make them wear whatever you want. PAH and subsequent mods were designed with spawned actors in mind, and the only available solution at the time created the infamous naked bandit bug. DOM tries to accommodate both spawned and unique, but once again uniques are the easy ones. I get the Unique actors bit But when cloning spawned NPCs, does DOM not create a spawn which is in some sense, or measure, 'unique'? If not, then, sure, this might all just be a waste of time for both of us. And I'm not trying to waste yours, as I've always been conscious that the other mod aspects were most important in your scheme of things. I just hadn't realised that any added finesse to the mods to cover this sort of nicety, at the tail end of their development life, might just not be worth the candle or even just flat out impossible in the grand scheme of things Embry's getting tempted to give up on all this and just go down The Sleeping Giant to drown his sorrows 😉 DQW
TrollAutokill Posted July 28 Author Posted July 28 (edited) 3 hours ago, DonQuiWho said: I get the Unique actors bit But when cloning spawned NPCs, does DOM not create a spawn which is in some sense, or measure, 'unique'? If not, then, sure, this might all just be a waste of time for both of us. And I'm not trying to waste yours, as I've always been conscious that the other mod aspects were most important in your scheme of things. I just hadn't realised that any added finesse to the mods to cover this sort of nicety, at the tail end of their development life, might just not be worth the candle or even just flat out impossible in the grand scheme of things Embry's getting tempted to give up on all this and just go down The Sleeping Giant to drown his sorrows 😉 DQW A spawn is never unique in anyway. A clone is just a spawn that is not registered to be deleted when you leave the location. As discussed on discord, using unique templates for clones is the way to go but that's beyond my habilities and require a C++ DLL plugin. Now not everything is hopeless. For AYGAS we can add a toggle to not add restraints and one to not overwrite the clothes. We can also make a JSON file per slave type for equipment with a spell to set the defaults. But this will matter only when the slave is transferred to AYGAS. It will not prevent Skyrim from dressing up slaves as bandits, or bandits as slaves, as soon as their outfit is set/restored. Same for HSH, prisoners sent to the mines are equipped with default outfits. I can add a toggle for that. Edited July 28 by TrollAutokill 1
Strec2 Posted July 28 Posted July 28 If all outfits are managed by scripts you'll quickly have a problem on low/middle end computers when you will enter in a cell with a lot of NPCs to manage, and principally where there are also scripts managing the room stuff... For example I use Skyfall Estate basement as a training room with 4 slavers and 3 slaves per slavers. When I let the slaves wearing clothes and let DOM manage this I can wait 5 mn before all slavers/slaves are managed and go drink a coffee. If I get out of the room before all slaves are dones, with scripts pending, I regulary have crashes and else I can be sure my next save must be cleaned with re-saver ... Anyway I know only use ONE outfit for all slaves, they are all NAKED, as a harsh slaver and don't see any reason to let the slaves possess anything 1
TrollAutokill Posted July 28 Author Posted July 28 5 hours ago, Strec2 said: If all outfits are managed by scripts you'll quickly have a problem on low/middle end computers when you will enter in a cell with a lot of NPCs to manage, and principally where there are also scripts managing the room stuff... For example I use Skyfall Estate basement as a training room with 4 slavers and 3 slaves per slavers. When I let the slaves wearing clothes and let DOM manage this I can wait 5 mn before all slavers/slaves are managed and go drink a coffee. If I get out of the room before all slaves are dones, with scripts pending, I regulary have crashes and else I can be sure my next save must be cleaned with re-saver ... Anyway I know only use ONE outfit for all slaves, they are all NAKED, as a harsh slaver and don't see any reason to let the slaves possess anything I will make a default outfit for male/female as in BaneMaster's mod. it probably means I will have to create 128 containers to store the slaves stuff. 1
DonQuiWho Posted July 28 Posted July 28 3 minutes ago, TrollAutokill said: I will make a default outfit for male/female as in BaneMaster's mod. it probably means I will have to create 128 containers to store the slaves stuff. Sounds good! As I hope I implied properly earlier, there's no rush. Just do whatever other more important stuff needs done first. Embry has the patience of a saint and can wait ... 😉 He'll probably be around for a lot longer than me too! 😊 DQW 1
Fraying9981 Posted July 28 Posted July 28 6 hours ago, TrollAutokill said: A spawn is never unique in anyway. A clone is just a spawn that is not registered to be deleted when you leave the location. As discussed on discord, using unique templates for clones is the way to go but that's beyond my habilities and require a C++ DLL plugin. Now not everything is hopeless. For AYGAS we can add a toggle to not add restraints and one to not overwrite the clothes. We can also make a JSON file per slave type for equipment with a spell to set the defaults. But this will matter only when the slave is transferred to AYGAS. It will not prevent Skyrim from dressing up slaves as bandits, or bandits as slaves, as soon as their outfit is set/restored. Same for HSH, prisoners sent to the mines are equipped with default outfits. I can add a toggle for that. if i understand correctly, because you integrated generics to your mods (DOM, AYGAS and HSH upgrades), and I think it's an extremely good thing because there are so many generics in Skyrim and they perfectly fit the "generic NPC I don't care but would be useful a slave", the rule is you can't never really expect their outfit would stay the same throughout the game. So as a rule of thumb, you shouldn't really equip stuff on them at all? Because it will necessarily be flushed over time?
TrollAutokill Posted July 28 Author Posted July 28 2 hours ago, Fraying9981 said: if i understand correctly, because you integrated generics to your mods (DOM, AYGAS and HSH upgrades), and I think it's an extremely good thing because there are so many generics in Skyrim and they perfectly fit the "generic NPC I don't care but would be useful a slave", the rule is you can't never really expect their outfit would stay the same throughout the game. So as a rule of thumb, you shouldn't really equip stuff on them at all? Because it will necessarily be flushed over time? There are three different things in Skyrim: outfits (clothes forced on the actor everytime you enter a cell) base inventory (the inventory of the actor base, usually weapons and other items, also forced on the actor if non unique) and the current inventory. Nothing will be flushed out of the current inventory, but you can get a full collection of iron armor and swords because Skyrim keep pushing the outfit and the base inventory on the actor.
phobos33 Posted July 30 Posted July 30 Will we be getting a feature that occasionally makes the master have sex with the slaves like in FSM?
TrollAutokill Posted July 30 Author Posted July 30 39 minutes ago, phobos33 said: Will we be getting a feature that occasionally makes the master have sex with the slaves like in FSM? FSM? Yes, that's the goal and that's what Embry has been waiting for, for ages. 2
TrollAutokill Posted August 3 Author Posted August 3 (edited) AYGAS 0.72o is out. One bug fix. Corrected potential buyers responding"Sorry not interested" a bit too often. Many thanks to Al for spotting the bug. Now if the buyer is not ready you'll be sent back to the previous dialogue with a “Give me a moment to consider” response. Corrected a bug where slaves sent back to PAH would be unresponsive. Many thanks to @Thrallmaster for spotting that one. Edited August 3 by TrollAutokill 2
Lady Wintrish Posted August 3 Posted August 3 (edited) Who is supposed to buy slaves? In Whiterun nobody has the line of dialogue. Only guards and they say that they're not doing such things there. PAHE + HSH. I don't have DoM. My slaves are only waiting at home with the command "Stay here don't move" of PAHE. They're not in a HSH camp/home token. UPDATE: I tried almost every npc in Whiterun,Markhart and Solitude. Nobody has a line of dialogue to sell slaves. I only have the question for guards which leads to nothing. I'm I supposed to do something to start in every city? Edited August 3 by Lady Wintrish
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