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Stable Captives - For Diary of mine / v

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Stable Captives is now released in its first official version. 
This mod was inspired by BaF (Build a Follower).
 

This mod is being developed based on the latest version of DoM, and was created solely to fix the naked bandit bug in DoM/PAH/HSH/AYGAS. (It cannot be used with PAHE alone.)


It supports not only bandits, but all hostile spawning NPCs, including Forsworn.
**Existing unique NPCs in Tamriel are not affected by this mod and are never stored in slave slots. This mod targets only spawned hostile NPCs, such as bandits.


In MO2’s mod order, this mod must be placed below DoM so that it overwrites DoM’s files.
 

In MO2's right-side ESP/ESL load order, if an NPC replacer or custom NPC mod is placed below DoM, it may be a good precaution to place Stable Captives below that NPC mod as well, so that Stable Captives overwrites it. If any issues occur, try this load order.


1. MCM

Spoiler


image.png.6536c3f9dfe6e1ee4a44ca4f4846fb20.png

The current status of slave slots in use can be viewed.

image.png.571060461b9c8dfe04a535a86c468d93.png

Options are available for cleaning up slave slots and resetting all data.

(The Reset All Data option is a type of factory reset. FaceGen data will not be deleted, but all slave data stored in slots in every save file that uses the Stable Captives mod will be erased. This option must therefore be used with extreme caution. This action can never be undone.)

image.png.30a631f53b3c745e091a4d30f00cdbd5.png

A debug mode is available.
With the cursor aimed at an NPC, pressing F10 while the console is open displays the FaceGen path and ActorBase information.


2. Mechanism


The mechanism used to prevent naked bandit NPCs is relatively simple.
 

Player + DoM knocks down a bandit → DoM duplicates the bandit and enslaves the duplicate, while the original is marked for deletion →
Stable Captives mod captures the duplicated bandit in a unique ActorBase slot → Stable Captives loads all information for that NPC, including its FaceGen data →
The loaded slave data is treated as a unique NPC → The slot is saved and locked → DoM resumes full management of the NPC stored in the locked slot.

3. Slot Cycling + Cleanup and Management
 

Spoiler

All slots are used in a cyclic rotation system, with a maximum of 1,024 available slots.

When a slave is released and disappears from Tamriel, the slot previously occupied by that slave can be reused.
 

However, release through the DoM MCM was not modified because the DoM source code appears to use specific conditions to determine whether an NPC disappears. At present, slaves appear to disappear only when released through dialogue, but even this does not guarantee that they will disappear. Depending on their Mood state, they may return to being normal NPCs instead, so caution is required. **This part may have been fixed in the DoM current version. Please check whether the slave is deleted.
 

When a slave disappears, the corresponding slot is moved to the Retiring state. The slot can then be cleaned through the Reclaim option in the Stable Captives MCM. Alternatively, saving and reloading the game will clear the Retiring state and empty the slot.


(Warning: DoM/PAHE contains several items that can restrain slaves. (Example: “Iron Slave Collar of Leashing”)

If a slave is released while wearing an item of this kind, the slot will not be reclaimed. The slave’s inventory must therefore be completely emptied before release.)

Let me emphasize this once again:
Please keep in mind that the Reset feature could corrupt every save file containing existing slaves.
**More precisely, only save files that are currently using this mod and still have slaves occupying slots.**
Please verify it thoroughly multiple times and proceed with extreme caution.


A detailed mod manual is also included.
 

No further features are planned for the mod, but bug fixes and discussion will continue.

Update Logs-

1.1.8

Spoiler

Stable Captives v1.1.8 — Bug Fixes


---   Fixed non-default NPC scales resetting to 1.0 after save/load, cell changes, or DoM refreshes.

---   Fixed repeated scale application that could make captured NPCs progressively smaller or larger.

---   Fixed body-shape distortion caused by incorrect scale restoration.


Compatibility Improvements


---   Improved race, sex, and FaceGen data preservation.

---   Corrected FaceGen mesh and tint-file pairing.

* The reason bandits do not keep their equipment when they become slaves is that the default setting removes all items from the copied NPC before the slave is saved. This can be fixed fairly easily, and I will discuss it with the DoM developer.


* Also, if an NPC replacer or custom NPC mod (ESP/ESL) is loaded after DoM, it may be better to place the Stable Captives ESP below that NPC mod in the right-side load order. I am not completely sure this is necessary, but I mention it as a precaution to help prevent potential issues.
 

**

This update ensures compatibility with the latest version of DoM, 8.5.1b.

Older versions will likely work as well, but compatibility cannot be guaranteed.

**
If existing save files cause a CTD, a new game will be required. Sorry about that. This was an important bug fix, so unfortunately this could not be avoided.

 


  • Submitter
  • Submitted
    08/04/26
  • Category
  • Requirements
    Diary of mine, PAH-Home Sweet Home, PAH-And you Get a Slave!, Paradise Halls Enhanced (pahe) Special Edition (optional)
  • Special Edition Compatible
    Yes

 

Posted (edited)
4 hours ago, mangalo said:

Thanks, do you think this might be integrated into the main mod someday ?  Or if the author ruled it out ?

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

Edited by TrollAutokill
Posted

StableCaptives is a great and needed addition, but I have a couple of issues.

1. Any actor replaced by NoeActorClone develops the "stretched breasts" bug.  I spent a couple of hours looking for skeleton or body nif issues before I noticed it wasn't happening to everyone.

2. Any actor who wasn't 1.0 height keeps getting scaled, sometimes multiple times.  So .95x.95x.95x.95.... until I have a big titty midget following me around.

3. I also have the inventory delete issue that @TrollAutokillalready suggested an option for.

My subpar modding skills can't find a reason for any of them.

Posted
2 hours ago, chasm said:

StableCaptives is a great and needed addition, but I have a couple of issues.

1. Any actor replaced by NoeActorClone develops the "stretched breasts" bug.  I spent a couple of hours looking for skeleton or body nif issues before I noticed it wasn't happening to everyone.

2. Any actor who wasn't 1.0 height keeps getting scaled, sometimes multiple times.  So .95x.95x.95x.95.... until I have a big titty midget following me around.

3. I also have the inventory delete issue that @TrollAutokillalready suggested an option for.

My subpar modding skills can't find a reason for any of them.

1+2 made my day, thank you 🤣

Posted
6 minutes ago, TrollAutokill said:

1+2 made my day, thank you

I think 1 might be related to the bundle.  Turning it off seems to have stopped that.
2 though.... I now have a Barbie doll following me.  "getscale" says something like 0.16
Hitting the Dom "K" hotkey flashes her to full size, then right back down. 

"Honey, I Shrunk the Slaves".

film__3159-honey-i-shrunk-the-kids--hi_res-1d5abb63.jpg

Posted
7 hours ago, chasm said:

Any actor who wasn't 1.0 height keeps getting scaled, sometimes multiple times

Just learned it does the same for anyone over 1.0 as well.  Walked into a dungeon and found a 12 foot tall orc!🤣

Posted
16 hours ago, chasm said:

I think 1 might be related to the bundle.  Turning it off seems to have stopped that.
2 though.... I now have a Barbie doll following me.  "getscale" says something like 0.16
Hitting the Dom "K" hotkey flashes her to full size, then right back down. 

"Honey, I Shrunk the Slaves".

film__3159-honey-i-shrunk-the-kids--hi_res-1d5abb63.jpg

Definitely not the bundle. 

Posted
2 hours ago, TrollAutokill said:

Definitely not the bundle. 

Yeah, I want back to a pre-StableCaptives save and removed the mod.  No problems since doing that. (no other changes)  It's a great idea I want to work, but it's not working for me at this version.

Posted (edited)

Can confirm, something is wacky regarding the scale. I keep getting my slave to scale 2 all the sudden, making them giants

Also, modded NPCs such as from Bruma, can have really scuffed face texture when DOM'd

Edited by DasKebab
Additional info
Posted
On 8/9/2026 at 4:00 AM, chasm said:

StableCaptives is a great and needed addition, but I have a couple of issues.

1. Any actor replaced by NoeActorClone develops the "stretched breasts" bug.  I spent a couple of hours looking for skeleton or body nif issues before I noticed it wasn't happening to everyone.

2. Any actor who wasn't 1.0 height keeps getting scaled, sometimes multiple times.  So .95x.95x.95x.95.... until I have a big titty midget following me around.

3. I also have the inventory delete issue that @TrollAutokillalready suggested an option for.

My subpar modding skills can't find a reason for any of them.

 

3 hours ago, DasKebab said:

Can confirm, something is wacky regarding the scale. I keep getting my slave to scale 2 all the sudden, making them giants

Also, modded NPCs such as from Bruma, can have really scuffed face texture when DOM'd


I'll look into it.

Posted
3 hours ago, Thrallmaster said:

I'll look into it.

I've had the "stretch" problem before, a long time ago, when I failed to follow instructions and something overwrote the XPMS skeleton (and the same for the Fallout 4 equivalent), but I can't find anything in your mod that would be doing it.  But as stated above: my sub-par modding skills can explain that

Posted
15 minutes ago, chasm said:

I've had the "stretch" problem before, a long time ago, when I failed to follow instructions and something overwrote the XPMS skeleton (and the same for the Fallout 4 equivalent), but I can't find anything in your mod that would be doing it.  But as stated above: my sub-par modding skills can explain that

Thank you for the report. Stable Captives does not include or overwrite XPMS files such as skeleton.nif, so it makes sense that you couldn’t find a conflict. However, I found and corrected a scale-restoration issue that could cause similar stretching.  Simpe testing is currently underway, and the fix will be released once testing-complete.

Posted (edited)

Stable Captives v1.1.8— Bug Fixes


---   Fixed non-default NPC scales resetting to 1.0 after save/load, cell changes, or DoM refreshes.

---   Fixed repeated scale application that could make captured NPCs progressively smaller or larger.

---   Fixed body-shape distortion caused by incorrect scale restoration.


Compatibility Improvements


---   Improved race, sex, and FaceGen data preservation.

---   Corrected FaceGen mesh and tint-file pairing.

* The reason bandits do not keep their equipment when they become slaves is that the default setting removes all items from the copied NPC before the slave is saved. This can be fixed fairly easily, and I will discuss it with the DoM developer.


* Also, if an NPC replacer or custom NPC mod (ESP/ESL) is loaded after DoM, it may be better to place the Stable Captives ESP below that NPC mod in the right-side load order. I am not completely sure this is necessary, but I mention it as a precaution to help prevent potential issues.
 

**

This update ensures compatibility with the latest version of DoM, 8.5.1b.

Older versions will likely work as well, but compatibility cannot be guaranteed.

Edited by Thrallmaster
Posted
24 minutes ago, Thrallmaster said:

Stable Captives v1.1.8.3 — Bug Fixes


--   Fixed non-default NPC scales resetting to 1.0 after save/load, cell changes, or DoM refreshes.

--   Fixed repeated scale application that could make captured NPCs progressively smaller or larger.

--   Fixed body-shape distortion caused by incorrect scale restoration.


Compatibility Improvements


--   Improved race, sex, and FaceGen data preservation.

--   Corrected FaceGen mesh and tint-file pairing.

The reason bandits do not keep their equipment when they become slaves is that the default setting removes all items from the copied NPC before the slave is saved. This can be fixed fairly easily, and I will discuss it with the DoM developer.

 

FWIW, Filename downloads as 1.1.8. 

 

Is the 1.1.8.3 just a typo?

 

Hope that's helpful!

 

DQW

Posted
3 minutes ago, DonQuiWho said:

 

FWIW, Filename downloads as 1.1.8. 

 

Is the 1.1.8.3 just a typo?

 

Hope that's helpful!

 

DQW


Yep, that's a typo :(

Posted (edited)
18 minutes ago, Thrallmaster said:


Yep, that's a typo :(

 

Ah nmv...Ew lal od htat!

 

DWQ

 

PS.  I was forgetting my manners!  Thanks for the update!

Edited by DonQuiWho
Posted

Hello everyone, thank you for the mod.

Althrough, I notice a PGpatcher error with it. I think it's because files in FaceGenData are empty.

Posted
2 hours ago, Alaryk said:

Hello everyone, thank you for the mod.

Althrough, I notice a PGpatcher error with it. I think it's because files in FaceGenData are empty.

The empty FaceGen files are intentional placeholders required for Stable Captives to function, so, do not delete them.
To avoid this error, keep Stable Captives disabled in MO2 while running PGPatcher, then enable it again before launching Skyrim. A new game is not required.

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