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Prisma UI for Diary of Mine (DOM)

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Prisma UI for Diary of Mine - Unofficial - Alpha
 
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■ What This Is
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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.
 
Requirements: Prisma UI, Diary of Mine. Tested on DOM 8.4. 8.5 untested but should work (new leash actions excluded).
 
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■ This Mod Is For You If
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- 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
 
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■ This Mod Is Not For You If
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- 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)
 
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■ Features
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- Modern UI - cascading radial menu + info panel, built on Prisma UI
- All the DOM commands (that I'm aware of) for slaves, trainers, free NPCs.
- In addition: Slave info panel - status, mood, training, love/loyalty, personality, facets. All of it, live, while you aim.
- Individual + group - aim at a slave for personal menu + stats; no target = group orders
 
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■ Benefits
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- Fast and sleek
- More information at a glance (no more Status-wheel message-box dumps)
- Use ONE key (combination) instead of 20
- Doesn't fight DOM - additive only
 
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■ Integration / Install Notes
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- This mod does not change DOM at all. It does not replace DOM's UI.
- Pick a hotkey that nothing else uses. There is an ini file to configure the key.
- Default Hotkey: Shift + Y
 
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■ Known Limits (alpha honesty)
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- Alpha. Expect rough edges.
- Tested on DOM 8.4. 8.5 should work (new leash actions excluded).
- Icons are a work in progress.
 
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■ If You Want To Help
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- 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.
 
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■ Disclaimer
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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

    Hard Requirements:

    - DOM

    Prisma UI

 

Posted (edited)
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■ Backend Integration
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- Dashboard to manage your empire
 
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■ MCM Integration
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- Full module to edit DOM MCM settings directly
 
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■ Quality of Life
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- Quick action flashes/instant shortcuts, not just tips for suggested actions, mid game.
- 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)
- UI can't be activated while inventory is open, while sexlab scene is active
 
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■ Visual
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- Custom SVG implementation for actions, status, mood
Edited by Fraying9981
Posted (edited)
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■ Known Bugs
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- 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).
Posted

v0.1i

 

- New feature: a third action-menu style, the **Half-ring** (a single 180° arc on the right side of the screen). The left side stays empty so the targeted NPC remains visible at the crosshair. It carries the same 3-level cascade (category, leaves, grandchildren), the same click-to-drill for deeper branches, and the same role-aware tree, dynamic label/disabled gating, and action dispatch as the Wheel and Columns styles.
 
Let me know which one you prefer! Will probably keep the half ring as default as it doesn't occlude the target + saves space for additional future tooltips.
Posted (edited)

Hi @Fraying9981,

nice work so far, I've got 2 questions (for now) though:

1. When I open the UI (I bound it to the INS key, just to have it mentioned) there seems to be always a small delay where its still loading. Could this be caused by general script load or are there specific elements / things always executed on start? Its not a huge issue (yet), but it does slow down a bit already.
This does not seem to be the same as this, as it happens whenever I use the hotkey, not only the first time after loading a save.

Quote
  • 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.



2. Theres quite the notification "spam" whenever an option is selected. As the mod is in alpha state I assume these are mainly for debugging purposes? Is there a toggle already to shut them off?

EDIT:
DoM 8.4.1b
PrismaUI for Dom 0.1i
 

Edited by HannoJojo
Added information
Posted
1 minute ago, HannoJojo said:

Hi @Fraying9981,

nice work so far, I've got 2 questions (for now) though:

1. When I open the UI (I bound it to the INS key, just to have it mentioned) there seems to be always a small delay where its still loading. Could this be caused by general script load or are there specific elements / things always executed on start? Its not a huge issue (yet), but it does slow down a bit already.
2. Theres quite the notification "spam" whenever an option is selected. As the mod is in alpha state I assume these are mainly for debugging purposes? Is there a toggle already to shut them off?

 

thanks for the feedback!

  1. Yes, I need to solve that issue. Unsure what the cause is yet.
  2. Yes, I will remove the notification spam in future versions. It was for debugging purposes
Posted

Hello,

Awesome mod! The UI is a bit small though to see. Wondering if there is a way to increase the size. Was curious if in the files in the styles.css is where I should increase it? Using a large monitor. Thanks for any assistance! 

 

Posted
On 8/9/2026 at 2:37 PM, FuzzBallG said:

Hello,

Awesome mod! The UI is a bit small though to see. Wondering if there is a way to increase the size. Was curious if in the files in the styles.css is where I should increase it? Using a large monitor. Thanks for any assistance! 

 

 

thanks for the support!

 

Yes I will try to add this option in the next release once my agent weekly quota resets :D 

Posted

v0.11

 

- New feature: Training and Love blocks can each switch between bar chart and spider chart from the settings panel (persisted to the INI); new violet Love spider and orange Training spider join the gold Personality and blue Slaver-Skills radars.
- New feature: Master font-size multiplier slider in settings (0.5x to 2.0x, live-applies) with a reset-to-1x button.
- New feature: Role pill shows a role-specific icon (chains for slave, whip for trainer/slaver, bird for free person, person silhouette for group).
- Bugfix: Free persons now display correctly (full npc wheel per DOM's source visibility conditions and the HEXACO+PRISM personality radar, sourced from `DOM_Generator.GetNPCTraits`), instead of being silently dropped or showing placeholder data.
- Bugfix: Event log now correctly shows both live DOM corner notifications ("X is running away!") and the slave's diary prose for the aimed actor, color-coded (cream/ember for live, gold for diary); live events are captured via the `DOMOnNotificationSent` ModEvent and routed per-actor so aiming at X shows only X's events.
- Bugfix: Save-load hang eliminated; the menu opens instantly with a loading pill and state pre-warms in the background when DOM finishes init, instead of blocking the hotkey for up to 30 seconds.
- Bugfix: Half-ring L3 fixed across the board: hit area now matches the visible curved-wedge tile (no rectangular bleed at terminals), and the arc-center offset was reduced so the rightmost grandchildren are no longer clipped off-screen.
- Bugfix: Switching actors no longer flashes the prior actor's stats; the view is fully cleared on every close path (state and DOM children).
- Bugfix: Status-bar render chain hardened with try/catch and null guards so an edge-case actor can no longer kill the stats and events panels.
- Bugfix: Right-side stats panel no longer flickers on every wheel open (entrance animation removed).
- Design polish: Personality axis labels reworked to a clearer bipolar scale (Anxious|Calm, Lazy|Thorough, Shy|Lively, etc.) with correct green-for-desirable / red-for-undesirable coloring.
- Design polish: Wedge and grandchild label rendering cleaned up: long names now arc-aware wrap into at most two lines, L3 labels moved closer to center and de-bolded, and event-log timestamps use a fixed-width column with extended precision (minutes/hours/days, absolute Skyrim date on hover).
- QoL: Half-ring is the default menu style (was Wheel), Spider is the default chart style for Training and Love (was Bars), reload button moved into the top-left cluster with the gear, loading message unified to "Prisma For DOM is loading", status/mood pills auto-hide when empty, and the in-game `[Test]`/`[Debug]` buttons plus raw-JSON overlay are removed (diagnostics now flow to `DOMPrismUI.log` only).
- Backend: Settings persistence generalized (`FontScale`, `TrainingView`, `LoveView`, `MenuStyle` all read/write `DOMPrismUI.ini` via a single `WriteIniKey` plus a `domSetSettings` blob push on view load), close-path teardown unified through one `domClearView()`, internal `events` array renamed to `diary` to disambiguate from live `notif`, and Papyrus-side captures and lifecycle events log to `DOMPrismUI.log` with a `[Papyrus]` prefix for end-to-end traceability.
Posted

Благодарю за это шикарное дополнение, благодаря нему смог перевести колесо меню не боясь сломать скрипты оригинального мода.

Posted
39 minutes ago, Viyiky said:

Благодарю за это шикарное дополнение, благодаря нему смог перевести колесо меню не боясь сломать скрипты оригинального мода.

 

Wonderful! 
I hadn't thought about this use-case. Feel free to share translation files. I might add this to the roadmap

Posted

v0.12

 

- Visual: radial vignette overlay dims the game scene at the screen periphery, leaving a clear center circle (diameter = 1/3 screen width) over the NPC at the crosshair; fades in cinematically on menu open (0.5s) and snaps out quickly on close (0.15s via right-click / ESC / leaf; instant on Shift+Y toggle).
- UX: fixed the first-activation UI flash (loading pill + dev chrome no longer paint before state arrives), made the hotkey responsive during startup so it no longer takes several presses to open on an existing save, and added the mod version to the Settings button tooltip.
Posted
v0.131
 
- New feature: the stats panel gains an extra info block that shows virginity badges (vaginal, anal, oral, same-sex, gangbang) for NPCs that still have them.
- New feature: the same block adds a training outlook line ("X will be easy to train" / "X will be difficult to train") for extreme personalities, a "X will make a good trainer" line for natural slavers, and the NPC's current market worth.
- Fix: Free-NPC Praise, Insult, Flatter, Comfort and Hug now open Prisma sub-rings instead of DOM's own wheel menus.

 
Posted
v0.15

 

- New feature: the radial menu cascades to a fourth ring, so deep options like exact restraint poses open straight from the hovered branch.
- Bugfix: Untie now works on tied NPCs (previously a silent no-op outside slave mode) and tie detection matches the game's own rules.
- Design polish: Tie up sub-menus (Chains, Blindfold, Post, Cross) show the game's own animation captions instead of generic labels.
- Backend: the web view code is split into single-purpose modules, no behavior change.
Posted
v0.154
 
- Bugfix: Stand still now orders the slave immediately, matching DOM; cuffing, uncuff, and walk options appear only when they are already standing.

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