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Posted (edited)
14 hours ago, Thrallmaster said:

Stable Captives 1.2.1 Update


-- The equipment policy code that had been implemented for testing purposes caused slaves to appear naked when captured. This was intentional rather than a bug. ( The code was also left in place because its original purpose had been forgotten over time. Sorry  :( )


-- This code is no longer considered necessary, so Stable Captives has been changed to follow DoM's MCM equipment policy directly.


-- Captured slaves will now retain their equipment as well.

Thanks,  I will test asap.

 

EDIT: Do you use CommonLibSSE-NG?

 

Maybe have the naked capture an option in the salon?

 

Also in the salon is it possible to turn on/off the makeup, the warpaint or the dirt separately? They should be numbered separately in Skyrim, if I remember it well it's makeup first, then warpaint, then dirt.

Edited by TrollAutokill
Posted
On 8/8/2026 at 5:28 AM, TrollAutokill said:

It is in as of DOM 8.5. it's WIP and still needs heavy testing. Feel free to contribute.


I assume this means if we're on 8.5.x of DOM we shouldn't also install this?

Posted (edited)
19 hours ago, TrollAutokill said:

Thanks,  I will test asap.

 

EDIT: Do you use CommonLibSSE-NG?

 

Maybe have the naked capture an option in the salon?

 

Also in the salon is it possible to turn on/off the makeup, the warpaint or the dirt separately? They should be numbered separately in Skyrim, if I remember it well it's makeup first, then warpaint, then dirt.

1. Yes. Both Stable Captives and Salon use CommonLibSSE-NG.


2. If you mean the pre-update naked-cloning capture behavior, that is possible. But, I think the option would be more appropriate in the Stable Captives MCM than in Salon.


3*.  Oh, I need to correct my previous answer a little. After checking the source flow again, I found that code for storing the values of individual effects is already implemented, and by referring to this flow, it seems quite possible to toggle each effect on and off individually.
However, the original dds files still need to be preserved for restoration, and code for recompositing the DDS files is still required, so this does not seem like something that can be finished quickly. It will probably take some time.

Edited by Thrallmaster
Posted
1 hour ago, Vhaluus said:

will this still load an actors personality from the DOM json if they're captured with stable captives installed?

Nop. Currently, DOM cannot load the original NPC’s personality JSON after Stable Captives creates the clone, because the clone has a different ActorBase ID. DOM generates a new personality for the captive instead. 

Posted
3 hours ago, Vhaluus said:

will this still load an actors personality from the DOM json if they're captured with stable captives installed?

 

1 hour ago, Thrallmaster said:

Nop. Currently, DOM cannot load the original NPC’s personality JSON after Stable Captives creates the clone, because the clone has a different ActorBase ID. DOM generates a new personality for the captive instead. 

Actors personality files are meant for uniques, uniques are never cloned. With Stable Captives the spawned characters become uniques once cloned and they can use JSON files as any other actor.

Posted
On 9/11/2026 at 7:11 PM, Thrallmaster said:

Stable Captives 1.2.1 Update


-- The equipment policy code that had been implemented for testing purposes caused slaves to appear naked when captured. This was intentional rather than a bug. ( The code was also left in place because its original purpose had been forgotten over time. Sorry  :( )


-- This code is no longer considered necessary, so Stable Captives has been changed to follow DoM's MCM equipment policy directly.


-- Captured slaves will now retain their equipment as well.

So I can confirm captured bandits keep their equipment with 1.2.1 by default.

 

I still have a bit of doubles (like 2 pairs of gloves or other armors) and I am trying to understand why.

Posted
48 minutes ago, TrollAutokill said:

So I can confirm captured bandits keep their equipment with 1.2.1 by default.

 

I still have a bit of doubles (like 2 pairs of gloves or other armors) and I am trying to understand why.

It appears that the pass-through function on the SC side is involved in DoM NPC inventory management. I will check to be certain.

Posted (edited)

Stable Captives 1.2.2 Updated 


-- Fixed an issue found in the equipment management handoff code.
 

-- Stable Captives now includes an MCM option to choose how a bandit's equipment is handled when the NPC is captured:

Keep Equipment: The captured NPC keeps the bandit's equipment.

Strip on Capture: The NPC is stripped when captured, and the inventory is cleared except for the diary.

The Strip on Capture method is the same cloning behavior used in version 1.2.0. Choose whichever method is preferred.

Salon
 

-- (On Hold) Individual tint customization has turned out to be more difficult than expected, so development is temporarily on hold. It may be implemented at some point in the future, or it may not.

Edited by Thrallmaster
Posted
1 hour ago, ZombieEater said:

What exact problem does this mod solves, I didn't get it at all :(

Before this mod if you enslaved non unique npc, like bandit, any other bandits in skyrim that share the same appearance would be wearing the same clothes as that slave. Usually people keep slaves naked so the bug is called "naked bandit bug". This mod solves it.

Posted

 

29 minutes ago, Coom Nation said:

Before this mod if you enslaved non unique npc, like bandit, any other bandits in skyrim that share the same appearance would be wearing the same clothes as that slave. Usually people keep slaves naked so the bug is called "naked bandit bug". This mod solves it.

This is weird that the DOM author himself didn' fix it 

Posted (edited)
52 minutes ago, ZombieEater said:

 

This is weird that the DOM author himself didn' fix it 

You can not fix it with a plugin and papyrus scripts. It's actually a Skyrim feature, not a bug, and certainly not a DOM or PAH bug.

 

This mod uses a DLL to directly hack into Skyrim memory, plus some C++ magic and voilà.

Edited by TrollAutokill
Posted

Can confirm that ODF still won't work with Stable captive's clones unless you disable the exclusion json.

It will cause any ODF overlays such as pubes to be unable to be applied via ODF

Posted
6 hours ago, DasKebab said:

Can confirm that ODF still won't work with Stable captive's clones unless you disable the exclusion json.

It will cause any ODF overlays such as pubes to be unable to be applied via ODF

Thank you for report.

Some test-patch work related to AYGAS/HSH auction slaves is planned soon, so I’ll check that issue at the same time.

Posted

By default, fertility mode is useless with DOM 8 due to cloning causes characters to "die" as such can no longer be tracked, wonder if it's possible for this mod to circumvent that

Posted (edited)
1 hour ago, DasKebab said:

By default, fertility mode is useless with DOM 8 due to cloning causes characters to "die" as such can no longer be tracked, wonder if it's possible for this mod to circumvent that

Sorry I don't see the problem. The cloning happens for spawned characters and since they just spawned you're must be quite the quick shot to impregnate them before capture. 

 

Once captured and cloned FM should register them as uniques and you can have your way with them forever.

Edited by TrollAutokill
Posted (edited)

Something I didn't try is: What happens with creatures? Does your mod just refuse to clone them and returns a fail status?

 

Or can we clone a Troll to make it unique?

Edited by TrollAutokill
Posted
1 hour ago, TrollAutokill said:

Something I didn't try is: What happens with creatures? Does your mod just refuse to clone them and returns a fail status?

 

Or can we clone a Troll to make it unique?

@Thrallmaster

 

FWIW, this is a DOM Slaver Recruited Troll, in case the ref ids are any help

 

SkyrimSE2026-09-2419-46-05-97.jpg.28ceae2b006a002d7192a932bf00bf9c.jpg

Posted (edited)
2 hours ago, DonQuiWho said:

@Thrallmaster

 

FWIW, this is a DOM Slaver Recruited Troll, in case the ref ids are any help

 

SkyrimSE2026-09-2419-46-05-97.jpg.28ceae2b006a002d7192a932bf00bf9c.jpg

 

I've never really done anything involving creatures before, so I only just realized from seeing this that creatures can become slaves too.
 

Interesting.. Even if these bastards are part of hostile factions, it seems that some of them are not respawning types. Anyway, if they are respawning creatures, I'm wondering whether they should be put into Stable Captives.

Edited by Thrallmaster
Posted
2 hours ago, Thrallmaster said:

 

I've never really done anything involving creatures before, so I only just realized from seeing this that creatures can become slaves too.
 

Interesting.. Even if these bastards are part of hostile factions, it seems that some of them are not respawning types. Anyway, if they are respawning creatures, I'm wondering whether they should be put into Stable Captives.

 

TAK will undoubtedly have a view on the merits of his family members' survival, or otherwise 😉 

 

DQW

Posted
11 hours ago, Thrallmaster said:

 

I've never really done anything involving creatures before, so I only just realized from seeing this that creatures can become slaves too.
 

Interesting.. Even if these bastards are part of hostile factions, it seems that some of them are not respawning types. Anyway, if they are respawning creatures, I'm wondering whether they should be put into Stable Captives.

I was more concerned about all type of creature spawns. Let me check on a Draugr, they are... sexy (at least according to my mod list).

Posted
22 hours ago, TrollAutokill said:

Sorry I don't see the problem. The cloning happens for spawned characters and since they just spawned you're must be quite the quick shot to impregnate them before capture. 

 

Once captured and cloned FM should register them as uniques and you can have your way with them forever.


Interesting, wasn't the case from my end. After the cloning happen, actors that was cloned via DOM is inelligible for FM, Will try again later on after I'm back ashore

Posted
On 9/25/2026 at 1:13 AM, TrollAutokill said:

Sorry I don't see the problem. The cloning happens for spawned characters and since they just spawned you're must be quite the quick shot to impregnate them before capture. 

 

Once captured and cloned FM should register them as uniques and you can have your way with them forever.


Confirmed, cloning NPC, unique or otherwise will make the NPC to be unregistered permanently from FM

Note : BeeingFemale, FMR works, just not FM3

image.jpeg.730c63e509569a3ab22f6a7a697f46c2.jpeg

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