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ttpt

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  • Birthday 01/01/1980

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  1. Must either be something I downloaded or something I made, making the proper .json files for FSM isn't that difficult but when I have some time I can upload what I have.
  2. So the MCM has the list settings for escaping and being sold off, who they get sold of is for the most part random, but you can achieve what you seek by doing the following: Set it up so the bandit, mage and vampire lists have a high change of selling off the slave, 50% would make a 50/50 you are correct. Then set up the NPC list to have a low chance of selling, the NPC list is for non hostile NPCs. I have lists for SLUTS, Devious Lore, SL Survival and hydra_slavegirls, with a chance of like 5% to sell of, so my followers usually end up in jail, or the most fun of all, the hydra overseers that walk around with hostages. But yeah, you have the gist of it just fine, remember you can also have the NPC have a different lower chance to sell of, so if you find you follower in town if you set it up to 30% it'll encourage you to get the money fast before they disappear again.
  3. Caged Followers which is another mod that did follower enslavement had a pretty robust rumor system, you could ask innkeepers around and they would not always have precise locations but they would then send you to another hold to ask around them, once you got to that hold if you ask around you would then get information leading you to the bandit hideouts and what not that would have imprisoned you follower. The follower would then be milling about in cages from SD Cages (which oddly enough wasn't even a requirement) and you'd still have to beat the boss to get them released from the enslavement quest, this part was the finicky bit, because if you got defeated mid rescue odd stuff could happen. Honestly the rumor system is about the part that I miss the most, since right now I am using companion tag and track, and the FSM options for the followers to rescue themselves or get sold off, and then kind of funneling them into NPCs in prison such as license sellers from SL survival or key sellers from Devious Lore, with a no escape no sell chance once they get there. That way I know I'll eventually find them,
  4. This is what how I accomplish something similar, and it may not be super simple depending on how familiar you are with SL triggers. https://www.loverslab.com/topic/120029-sl-triggersv12-2022-06-05/?do=findComment&comment=4112866 If you pair this up with a random matchmaker, you can set up a percentage chance that it'll trigger the effect, in the case of the thing I linked, it is an FSM enslavement event. You can set SL triggers conditions to work on all sex events of just aggressive events whatever you want really. I purposely limited it so it checks first for the current follower faction and if it's not there, then it does nothing. But if they are in the current follower faction it triggers the FSM enslavement. So here's the other thing, removing the check for the current follower faction is real easy, so you could set it up with a random matchmaker with a percentage chance that any sex events could trigger an FSM enslavement event of any NPC. Granted you do have to be present for matchmaker sex events to have a go, so there's that. I also wouldn't recommend a free for all FSM enslavement thing going on, but it's a possibility.
  5. There's no master allocations failed further in the log, just FSM: Enslaving Sofia working fine. I am using NFF now, and really haven't noticed any other odd behaviors from it, but the only indication that there was anything wrong was her keeping her equipment and the follower packages from NFF, but she was sticking around her master, I imagine maybe the NFF AI package has higher priority than the FSM one somehow. She was also still listed in the follower list for NFF, and usually when FSM enslaves they are removed from it and get the notification that a follower left my service, not this time though. Sofia is very troublesome in general with NFF in the first place since you have to import her into it. In any case, I don't think you need to worry too much about it, none of the behavior was really game breaking and she was still in the bandit camp, just armed to the teeth maybe she made a friend.
  6. oh the next line in the stack is just vigor fucking up probably actually. The creature failing to enslave was an Ogrim Lord from demonic creatures, she got sent to a bandit chief from more bandit camps. She was there but she didn't have the FSM AI package, still had the NFF combat package and her equipment. So in theory she could help with her release. Teleporting her to me would send her back to the camp though, so that was still working correctly.
  7. Speaking of error logs, I got this one when fighting like an ogre, which is not a standard skyrim enemy, and after a defeat event i got this. Which resulted in them being half enslaved, they were still listed as followers in NFF, so I used the console moveto to go to their location and they had all their equipment on them and still had the NFF combat package and no restraints on. I released them using the menu and was able to enslaved them again to random using the menu, but I think it's just peculiar that it seemingly didn't finish with them the first time. I don't know if the IsHostile is checking if the ogre was hostile to me or not, but defeat calms enemies for a bit, so it probably was not hostile to me yet and the operation was stopped halfway because of it. This is just me taking a guess, but maybe with the latest update to speed up the defeat to FSM process it's just going too fast actually.
  8. There isn't a dialogue, you just need to talk to the follower so that skyrim in general knows you have a follower, just an idiosyncrasy of the game. You can check if the follower is properly recognized if you go to the enslavement menu and they are available.
  9. In the defeat MCM, how long do you have the trauma, exhaustion and fleeing duration set to. FSM, won't get to the enslavement until defeat is done doing it's thing, so if the duration of whichever one triggers is set to 120 seconds, then FSM won't do any chance of enslaving until those 2 minutes are over. I think the minimum duration in defeat for these options is like 10 seconds but I can't remember precisely, I have mine set to 30 seconds because I feel like that's enough time for other scripts or combat to resolve, there's noticeable scrtpt stuff happening after FSM triggers, because it'll start equipping DD items and boy is DD just kind of a slow scripted mess.
  10. Hah, not something I ever expected to see, I'd given up on the windheld add on for my purposes, but I always did like it when it worked. I had also suspected the "cell reset" to be related, but since in vanilla settings it usually takes about 30 days of not visiting a city for it to reset at all, I imagine that's why this wasn't a more common problem, I've fiddled with cell respawn timing on my game to something like 3 or 10 days, I forget, but it was always a nagging possibility in the back of my mind. In any case, I'm always up for re adding this mod to my modlist so I'll do that right way with your script and see how it turns out.
  11. Oh, I'd love to take a risk on that, I love all your other tweaks. Would never even dream of complaining if something breaks.
  12. I'm having this issue too, it mostly presented itself after I loaded a character too see if they had any tats on them, which they didn't, but now on load. every time, slavetats starts working on them even though there's no need to do it. The list is about 5 characters long but I really wish it would just not do that, since there's no tats on them whatsoever. Basically the solutions would be like being able to remove the pigeon from the managed actors list, but in this case I want to remove actors that have been checked with the system before but that no longer need to be managed by slavetats.
  13. if you do it purposefully that would be nice, I've actually quite enjoyed it when it bugs out like that, because I mostly only find out after rescuing a follower and sort of noticing they just keep running away and not helping in combat, that's emerging gameplay.
  14. Are you using the NFF's outfit management system, it can get a little finicky with this mod because of the way NFF handles outfits. Not sure how to fix that unfortunately, I've been using NFF lately but I really dislike the outfit system because it doesn't play well with many mods. Also the follower maybe not fighting properly may be a consequence of this mod but it's not an unfixable consequence, I've had something similar happen but it has to do with the follower's confidence value being modified when they get enslaved. Do a "getAV confidence" on the console, if it returns 0, then do "setAV confidence 4" this will make them willing to fight again hopefully.
  15. I don't know if that's necessarily it, since refIDs don't really change unless you've rebuilt your entire mod, DD 5.2 is built on top of 5.1. But it's possible the FSM json uses items that are only found in 5.2 as opposed to 5.1, worth a try I guess
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