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Prisma UI for Diary of Mine (DOM)

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Prisma UI for Diary of Mine


unofficial companion · alpha · ESL-flagged


Requirements: Prisma UI, Diary of Mine. Tested on DOM 8.4. 8.5 untested but should work (new leash actions excluded).


What this is

A modern overlay UI for TAK's Diary of Mine.

It does not replace DOM. It does not change DOM. DOM's own wheels and MCM stay exactly as TAK shipped them. This just sits next to them and gives you a faster, cleaner way to do the same things - one hotkey, live slave info, actions from the same menu.

This mod is for you if…

  • You're a big fan of TAK's work and want to support him by helping him focus on improving the backend and core systems of DOM
  • You like modern UIs and sleek gameplay
  • You're tired of juggling twenty hotkeys and cramped wheel labels

This mod is not for you if…

  • You're allergic to vibecoding
  • You enjoy that 2013 feel in Skyrim mods and UI from that era
  • You want something that rewrites or "improves" DOM's game logic (this one doesn't touch it)

Features

  • Modern UI - cascading radial menu + info panel, built on Prisma UI
  • Slave info panel - status, mood, training, love/loyalty, personality, facets. All of it, live, while you aim
  • Run actions from this menu - orders and more, same DOM leaves under the hood, just a cleaner front door
  • Individual + group - aim at a slave for personal menu + stats; no target = group orders
  • One key instead of twenty

Benefits

  • Fast and sleek
  • More information at a glance (no more Status-wheel message-box dumps)
  • Use ONE key instead of 20
  • Doesn't fight DOM - additive only

Integration / install notes

  • This mod does not change DOM at all. It does not replace DOM's UI.
  • Pick a hotkey that nothing else uses. I use Y. There is an ini file to configure the key.
  • If you also use Y for DOM's own menu1: unbind DOM's menu1 in DOM's MCM - Hotkeys, so Y is yours alone.
  • Load order: after DOM. Needs Prisma UI runtime + the usual SKSE stack DOM already expects.
  • Note: In the UI I'm presenting the personality stats not as 0-100 but as % of 0-50 and 50-100 because it matters more for me to know which are the personality values far from the distribution baseline in either direction e.g. how dominant is a character (80%) instead of "Submission = 10". No change to DOM script, pure UI design choice.

Known limits (alpha honesty)

  • Alpha. Expect rough edges.
  • Tested on DOM 8.4. 8.5 should work (new leash actions excluded).
  • Not every DOM wheel leaf is wired yet - core path first, rest landing over time. Slave should be complete in terms of actions, and covers a significant amount of datapoints already. Trainer is in progress.
  • Icons are a work in progress (see below).

If you want to help

  • Report bugs - what you did, what happened, DOM version, log, load order if you can spare it
  • Send me SVGs for each action/status - line icons, simple, consistent set. Every menu action could use a clean glyph and I'm happy to credit
  • Suggest fixes for the known bugs:
    • Hotkey fires during text input in other mods - if another mod opens a text field (e.g. Modex), pressing keys that match your hotkey will trigger this mod's UI. Switch to a less common key if this bothers you.
    • UI briefly visible during main menu load - the mod's overlay flashes on screen for a moment while the main menu is loading, before disappearing. Cosmetic only, no impact on gameplay.
    • Delayed initialization after loading a save - the first time you load a save, the mod needs a few seconds before it responds to input. During this window the hotkey will not work. Keep pressing it - it will start working once ready.


Unofficial. Not affiliated with TAK. If anything here ever conflicts with DOM, DOM wins - disable this and keep playing.
 


  • Submitter
  • Submitted
    08/06/26
  • Category
  • Requirements
    Diary of Mine
    Prisma UI
  • Regular Edition Compatible
    No
  • Install Instructions
    • load after DOM
    • once in game, use Y (default) to activate. give it a few moments to properly activate/use the refresh icon on top right to make the mod register properly once.

 

Posted (edited)

Roadmap

Backend integration

- Slaver implementation (all actions)

- Slaver full front end

- New full event log independent module (not just dependent on one slave), active during gameplay, independent of slave selection (Apropos 2 replacement)

- Slave: add virginity and other info

MCM integration

- Full module to edit DOM MCM settings directly

Quality of life

- Quick action flashes/instant shortcuts, not just tips for suggested actions

- UI modules can be toggled on/off during gameplay to track actors without pausing the game

- Settings menu specific to this mod (hotkey, module toggles, UI preferences)

- Each tooltip visibility managed independently

- Option in the settings menu to get specific tooltips toggled when simply hovering over a character for several seconds in normal gameplay (no hotkey or wheel press needed)

Visual

- Custom SVG implementation for actions, status, mood

- 2 column menu design improvement

- Wheel menu redesign into 2 arc rings
 

Edited by Fraying9981
Posted (edited)

Known Bugs

- Hotkey fires during text input in other mods - if another mod opens a text field (e.g. Modex), pressing keys that match your hotkey will trigger this mod's UI. Switch to a less common key if this bothers you.

- UI briefly visible during main menu load - the mod's overlay flashes on screen for a moment while the main menu is loading, before disappearing. Cosmetic only, no impact on gameplay.

- Delayed initialization after loading a save - the first time you load a save, the mod needs a few seconds before it responds to input. During this window the hotkey will not work. Keep pressing it - it will start working once ready.
 

Edited by Fraying9981
Posted

v0.1d

 

- Personality panel Revamp: the text trait list is now a radar/spider chart — all 12 traits on one gold web, axis labels colored by pole and intensity, for better readability.
- Fixed: `ToggleKey` in `DOMPrismUI.ini` now actually takes effect — a bad relative path meant the DLL never found the file and silently fell back to Y since 0.1c. @SnakeHawk
- Settings panel: a new gear button (top-left) opens an in-game Settings card while the menu is active — an Apple-style toggle there switches the action-menu style, and your choice persists across restarts via `DOMPrismUI.ini`.
- Action-menu visual style: a new "columns" (polar-compass) layout — two rails flanking a clear center — joins the radial wheel as an alternative look for the same actions. Columns is now the default; flip back to the wheel in Settings.
Posted

v0.1e

 

- All DOM wheels and sub-wheels are now implemented across slave, trainer, slaver, and NPC targets (previously a partial set).
- Added the Upkeeping wheel (Bathing, Look at me, Turn around, Come here, Drink, Mark/Brand); it was missing entirely.
- Added Following / Waiting / Standing order sub-modes (Tight, Close, Near, Long and wait distances, plus cuffing and walk-on-four).
- Added Clothes, Attention, Sexy-pose, Task, and Restrain-furniture (Post, Cage, Cross, Pillory, Wheel) sub-wheels.
- Added Gag (4 types) and Blindfold (6 types) sub-wheels under Restrain.
- Punish and Praise now open a live reason wheel (reasons drawn from the slave's current state), then a type wheel.
- Added slave-picker wheels: Sex or Rape with a chosen nearby slave, plus threesome and player-foursome variants.
- Rebuilt the Slaver menu as the proper slaver wheel instead of a filtered copy of the slave menu.
- Wired NPC actions (inventory, personality, feelings, mood, abduction).
- The columns menu now drills to any depth, so deep wheels (threesome / foursome, Punish reason then type) work there too, not only in the radial wheel.
- Fixed: columns sub-tile icons now sit on the inner side (they were on the outer edge of the left rail).
- Fixed: the personality spider chart renders translucent in-game (it painted fully opaque due to an Ultralight fill-opacity limitation).
Posted

v0.1f

 

- Fixed: the recommended-actions band no longer vanishes when the slave's mood is "in love", "offended", "outraged", "in shock", "not happy", or "annoyed". The tips were keyed to DOM's internal mood codes, but the game reports display names that differ for those six moods; the view now resolves both.
- Changed: when a mood genuinely has no recommendation (Broken, Fine, Happy, Neutral, etc.), the band now shows a calm "No particular recommendation right now" line instead of disappearing.
- Changed: training-value bars now use a continuous red-orange-green gradient (orange at the midpoint) instead of three flat color bands.
- Internal: the web view starts a refactor into native ES modules (mood data split into its own module). No behavior change; foundation for the view to grow.
Posted

v0.1h

 

- Redesign: First ring rebuilt per role from DOM's vanilla wheels (slave = Order/Abuse/Training/Info; trainer/slaver add Management; npc = Info/Abuse/Services/Abduction; group = the 4 group wheels).
- New feature: Slaver/trainer 6 slaver skills shown as a blue spider chart, plus a "School" status pill (dominant skill domain) with hover tooltip.
- New feature: Personality spider renders for every actor with a DOM mind (was slave/trainer only).
- Bug fix: Slaver target now renders the slaver wheel (slave-only options hidden); previously showed the slave wheel.
- Bug fix: Slaver status pill shows the slaver status (dominant skill), not the slave training status.
- Bug fix: Info actions (Personality, Feelings, Status) now open the DOM message boxes (were no-ops).
- Bug fix: Conditions match vanilla optionEnabled exactly (slave-only, framework, busy, can-animate, on-duty, comfort faction, potions, vampire, whipping, naked, equip-busy, can-move, trainee count).
- Bug fix: Trainer "Trainees" wheel nested under Management (was misplaced under Training).
- UX: Unavailable actions are hidden, not greyed.
- UX: Recommendations band hides when empty; settings panel moved to top-left; events panel moved to bottom-left and made wider and shorter; all chrome hides when the UI is toggled off.
- Change: Wheel is the default menu style (was columns).
- Change: Ring 2 to ring 3 gap narrowed to match ring 1 to ring 2.
- Architecture: Wheel layout moved to a config file (data-driven; groundwork for future user reorganization).
- Architecture: Columns rail layout auto-derived (no manual lists).

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