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Posted
1 hour ago, bigbasi said:

tried it - ran perfect, no crashes whatsoever! I converted the path to esl too, beforehand, no issues, but: did you disable the statues?


I did. But the main feature I added was to create roombounds and portals for the full temple cell, which prevents the game from trying to render every object in the temple at once, lol. So you should see a significant performance boost too.

 

I'm very glad to see the fix worked. I'll integrate it into the next update.

Posted
9 hours ago, McLovin3 said:

I was only able to do a very brief view of the mod so far. (Tried to memorize the temple, and heard the intro story of the Planemeld, stopped at Alana abudction, didn't have the patience at that time to grab her or any random slave to try the Bride system out)

 

The amount of MCM customization to the mod is overwhelmingly awesome, I feel like people could actually like the mod that aren't into the Molag Bal/Planemeld theme by adjusting the MCM according so they can build Favor/Points without having to be in the temple and raping or sacrificing.

I feel like in the end, DoM slaves, regardless on how you play is about domination, and that feels enough to please the Big Bal.

 

I was a bit worried about hearing the temple being like a maze and concerned on lack of space, being so used to the openness of Filthy Heritage.

But it surprisingly looks good, the 2 cages are close to the Zaz Bondage room and provide ample space, which has a great variety in it btw.

I already forgotten much about the cage rooms, but maybe some more zaz bondage devices to hold slaves can go in the cage rooms (doesn't matter about the special holding thing you do like the cages)

The maze part could easily be solved by having some sort of interactables throughout the temple to use them to teleport to various points.

Off the top of my head, Sjel Blad Castle and an upgraded Sidrat had such features for reference.

 

I did have some oddities of random NPCs appearing in the temple, I mostly blame Skyrim being Skyrim and not expecting easy or possible fixes.

I had Sands of Time Dungeon NPCs appearing in the temple and a Patrolling thalmor in the warp room (I think he was from Immersive Patrols)

 

Q's and ideas

 

Can you remove a DoM slave from being a Bride?

Will any unlockable content be from the Planemeld questline? I'm not saying corrupting and dominating Skyrim's questline is bad, but I just don't want to capture, break, and assuming sacrificing, Alana and who else for the upteenth time when I just want an expansion to the temple, recruitable cultists or whatnot. Unless you want to change the basic "tutorial" to something like "earn X amount of Favor/Points" on your choice of Brides to prove you are ready to continue the Planemeld questline 

 

I think I mentioned in the past about an idea of potions or items that can alter a slave's personality.

With getting Favor/Points based on how tough or weak the slave is, that old idea can really shine here.

(adding @TrollAutokill here if help or a message here is needed in making this possible).

 

Maybe something like Immersive Wench bottles that when consumed, spawn a broken trained ready to be enslaved non-unique

 

The mention of recruiting cultists and causing havoc is crossing my fingers of some sort of Skyrim Guild-mod-like feature that you can hire a Cultist and they'll go grab a non-unique captive for you to enslave 

 

  • Slaves cannot be removed from being a Bride. This was a design choice. Once they've been promised to Molag Bal, they only way out is death.
  • I could add an MCM button to make the intro quest optional. Alternatively, you don't have to complete it. 
  • I'm looking into the random NPC pathing. It's likely because the Oblivion gates are calculated as the shortest path between two points. I had thought the navmesh cutters that get enabled when the cave doors are closed would stop it, but apparently not.
  • I've deliberately avoided things that change a slave's personality precisely because it messes with the scoring. Even Restore Virginity, which is available at the altar, won't redo a bride's base value (unless you restore and then manually recalculate).
  • Spawning an already-broken NPC would defeat the purpose of a system that focuses on the breaking.
  • The Planemeld questline won't be implemented for a good while yet. I still have to build the battered system (v2.1) and the cultist system (v2.2) before I can even think about it.
  • You can already do something like a guild-like mod if you have SkyrimNet. Not sure if you can do non-uniques with it, but there's a kidnapping mechanic. I just had one of my followers who I recruited into the cult via RP dialogue kidnap Sigrid and bring her back to the temple. Works like a charm.
Posted
On 9/2/2026 at 5:49 AM, pinky6225 said:

 

I use vortex and I've installed it and the mod works fine with vortex

 

Rather than declare it incompatible (which seriously isn't a thing) what part of install from file, click through the installer options (with the button in the bottom right - last guy that told me Vortex didn't work decided to just close the installer rather than run through it), click enable, set it to load after DOM via rules, click deploy, run FNIS (or whatever you use) are you having problems with?

 

 

i get sexlab esm errors and hypo head dependency errors  

Posted
11 hours ago, The Man in Black said:

Slaves cannot be removed from being a Bride. This was a design choice. Once they've been promised to Molag Bal, they only way out is death.

 

Is your mod so your choice but a dialogue along the lines of "Your not worth Molag Bals attention, i have another use for you" or some such might be handy, reason i say this is when your bringing random captures to the temple it seems a bit random on who is a worthless nobody and who is a respected noteworthy, like i went through sunder gorge for some more captives and one NPC would was showing as a fire mage adept was a nobody and another that had the same description was noteworthy. Neither was the leader of the cell as far as i could tell as the note worthy one was by the entrance

 

You could just kill them to get rid of the worthless ones but being able to re-purpose elsewhere in the DoM eco-system might be handy

 

On a different note should we be getting favour when a slave in a ritual goes to loyal or love? as that appeared to happen to me which i didn't think was intended from the overall theme of the mod

Posted
2 hours ago, pinky6225 said:

 

Is your mod so your choice but a dialogue along the lines of "Your not worth Molag Bals attention, i have another use for you" or some such might be handy, reason i say this is when your bringing random captures to the temple it seems a bit random on who is a worthless nobody and who is a respected noteworthy, like i went through sunder gorge for some more captives and one NPC would was showing as a fire mage adept was a nobody and another that had the same description was noteworthy. Neither was the leader of the cell as far as i could tell as the note worthy one was by the entrance

 

You could just kill them to get rid of the worthless ones but being able to re-purpose elsewhere in the DoM eco-system might be handy

 

On a different note should we be getting favour when a slave in a ritual goes to loyal or love? as that appeared to happen to me which i didn't think was intended from the overall theme of the mod


Loyal and love (which is really just Stockholm syndrome) both award devotion, as it essentially means that your domination has overwhelmed her rational mind and she's ready to be sent to Molag Bal.

Posted

Hotfix 2.0.3 is live!

 

This incorporates the room occlusion that will prevent a lot of CTDs and improve performance generally. It should also (hopefully) fix the problem of NPCs deciding that the temple is a perfect wormhole for pathing across Skyrim. Let me know if you're still getting random NPCs in the temple.

 

I've also changed Electrical Torment. It now deals 1 damage to satisfy DOM's pain conditions. This means that you *can* accidentally kill your slaves if you're not careful with it (assuming you've turned off essential).

Posted

Very interesting mod. I've always been a fan of mechanics where you sacrifice things for power like Undeath or (ironically) the Uchiha Clan race, lol. Is there any chance Sexlab will be removed as a requirement? I use Ostim and had a ton of trouble while trying to run a dual setup.

Posted
5 hours ago, Nordira said:

Very interesting mod. I've always been a fan of mechanics where you sacrifice things for power like Undeath or (ironically) the Uchiha Clan race, lol. Is there any chance Sexlab will be removed as a requirement? I use Ostim and had a ton of trouble while trying to run a dual setup.

 

Does Ostim have any aggressive animation packs these days? I haven't checked on it in a while but I remember that was difficult for some reason.

Posted
9 hours ago, Nordira said:

Very interesting mod. I've always been a fan of mechanics where you sacrifice things for power like Undeath or (ironically) the Uchiha Clan race, lol. Is there any chance Sexlab will be removed as a requirement? I use Ostim and had a ton of trouble while trying to run a dual setup.

 

I'm working on it. I originally built the mod on SexLab, so I've got to wrap a lot of stuff to turn SL into a soft dependency. But it'll happen eventually, as I'd eventually like to remove SL from my load order.

Honestly, you can run a minimal dual framework without too much issue. You don't even need SL installed through the MCM to run ToMB. It just needs to exist in your load order so that you don't get a missing master CTD. ToMB works much better on OStim, especially detecting defloration accurately.

Posted
4 hours ago, crazymango54 said:

 

Does Ostim have any aggressive animation packs these days? I haven't checked on it in a while but I remember that was difficult for some reason.

 

It does. Lots of conversions of SLAL packs available. They're poorly tagged though. But I'm working on new tag/action files for the battered framework I'm building for ToMB 2.1. I'm also working on some new mind control spells craftable at the altar that will, on success, trigger OStim scenes with the Anubs and Baka hypno-rape spells (among other things).

Posted

Hey there, love the concept so far. However, whenever I'm approaching Rorikstead now, the game crashes. Currently on the Alana mission. Pretty sure she is the issue, tested it by going at night and Rorikstead was fine until I tried breaking into her house. Then the game crashed again. Any ideas? Once again, fantastic job so far!

Posted
1 hour ago, N3v3rmore said:

Hey there, love the concept so far. However, whenever I'm approaching Rorikstead now, the game crashes. Currently on the Alana mission. Pretty sure she is the issue, tested it by going at night and Rorikstead was fine until I tried breaking into her house. Then the game crashed again. Any ideas? Once again, fantastic job so far!


Do you have a Papyrus log and/or CrashLogger log?

Posted
16 minutes ago, The Man in Black said:


Do you have a Papyrus log and/or CrashLogger log?

I have logs turned on, but it doesnt record a log. So may not be a scripting issue? I have poly heads etc installed, so I dont think there should be something missing that causes the game to crash

Posted
3 minutes ago, N3v3rmore said:

I have logs turned on, but it doesnt record a log. So may not be a scripting issue? I have poly heads etc installed, so I dont think there should be something missing that causes the game to crash


Do you have CrashLogger? This sounds suspiciously like a mesh issue. If so, that might expose what mesh is causing it.

Posted
24 minutes ago, The Man in Black said:


Found it. Alana's hair is SMP, which I should probably make a requirement, and which you don't appear to have installed. That's what's causing the CTDs.

Fantastic, that did the trick. Thanks a bunch!

Posted

Is there a specific way Alana is supposed to be approached? She doesn't have a dialogue option to lure her away from the settlement. I tried in the farm house and outside in the garden my usual DOM way (slap with a whip / press abduct button) and I instantly get quest failed message.

Posted
6 hours ago, lupursu said:

Is there a specific way Alana is supposed to be approached? She doesn't have a dialogue option to lure her away from the settlement. I tried in the farm house and outside in the garden my usual DOM way (slap with a whip / press abduct button) and I instantly get quest failed message.


I deliberately left the method open to the player, using whatever other mods they normally use for kidnapping. I will note that she takes an evening stroll to stargaze in an isolated area.

 

That's really odd about the message—it should only fail if she dies before you get her back to the ritual chamber.

Posted
1 hour ago, The Man in Black said:


I deliberately left the method open to the player, using whatever other mods they normally use for kidnapping. I will note that she takes an evening stroll to stargaze in an isolated area.

 

That's really odd about the message—it should only fail if she dies before you get her back to the ritual chamber.

Thank you very much, it worked! I followed her at night and captured without any issue. I think the quest failure was because in DOM  I had the option checked to 'clone unique actor' on capture. The failed quest message was popping exactly when she was making that 'death sound' that happens when an abducted npc is cloned.

Posted

Not sure if its an actual issue but when i'm finishing a a ritual and its flashing up ToMB: NPC name removed from ritual this seems to include NPC's from previous rituals (that are now dead) rather than just the NPC's in the current ritual that just ended

 

Like i had the name for a NPC appear as being removed i'd sacrified yesterday (real time) so was never in any ritual i'd triggered today

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