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Bane Master

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About Bane Master

  • Birthday 01/05/1962

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  1. There is an update coming soon that moves Slave to hostile dialogue to Hold Guards - I'll look at including it in that release.
  2. Practically it's no different from FSM enslavement now, the underlying code will be almost exactly the same as when the MCM is used to enslave a follower. As we know, highly customised followers involved in quest objectives and/or specific behaviour patterns are not good candidates for follower slavery as the follower or their associated quests will likely break FSM, the follower's quest(s) or both! Since the user will be deciding which (if any) followers are enslaved at startup it will be up to them to determine if the follower(s) they are interested in using in this way are FSM compatible.
  3. Many thanks for both the excellent Mod and the update with less enemies and mod blacklist Would it you be willing to look at adding an Actor Blacklist as well? This would give full control of who gets made captives to users. Also a no extra enemies option would be great if it's possible.
  4. Theoretically it should be possible to add a enslave_on_load json follower list, along with a mechanism for 'arming' the process (so that it doesn't keep firing on every load). The simplest way would be to action the json list and then clear it, a bit inconvenient to have to re-add the followers each time you want it to happen but probably the safest option Needs some thought about possible unintended consequences/incompatibilities. Would be useful to know how much support there is for this idea, or whether folks are happy to see how Captive Followers develops - Version 1.1 already addresses a lot of the issues raised with it.
  5. I also already have additional enemies (using Populated Skyrim) so +1 for a way to not have additional enemies - maybe a version, or MCM toggle to enable/disable the placed actors.
  6. I think that should be possible using GetFormModName from PO3's Papyrus Extender GetFormModName Get name of the mod the form originates from (or was last modified by) String Function GetFormModName(Form akForm, bool abLastModified) global native
  7. I was thinking along the same lines but actually using a json list to include followers may be a better option. It would remove the need to add follower mods as masters (any json record for an uninstalled mod will just return None and can easily be ignored) and also would remove reliance on the follower starting in a specific location. That method is basically how FSM handles Masters.
  8. FSM uses a few basic follow/sandbox packages on it's slavery aliases but other than that doesn't change any packages so I'm not sure how integration could work
  9. Glad it's working for you - I suspect it's most likely a setup issue as (so far) there have been no other reports of this issue.
  10. @Aldid I've checked and can't see anything obvious - I have made one minor code change that *might* have an effect so give this a try, if not then I'll have to add some debug to a version for you to run to try and work out what's going on. This version also moves rumours of slaver camps (i.e. Followers enslaved to hostiles) to Guards - it's pre-release so there may be bugs! Follower Slavery Mod V1.600 RC5.7z
  11. This is excellent advice - if you are experiencing a CTD opening containers then either you have an outdated dependency or a mod is overwriting an up to date version with an older one. A problem with PowerofThree's Papyrus Extender (wrong version or overwritten) is the most likely cause
  12. Thanks for the quick response The latest version AE_2442024 causes a CTD on load, but this time I do get a Crash Log 2024-04-23-23-35-28.log
  13. Many thanks for the update - unfortunately this version results in some unexpected behaviour. According to the SKSE log it loads correctly, but in game the standard plugin check - SKSE.GetPluginVersion("BeeingFemale64") returns -1 (not installed) and so I cannot access any functions/load BF There's nothing in the Papyrus log to explain this - here is my SKSE log in case it helps in any way GetLevel and SetRace are Native functions on Actor.psc, also SetLevel and GetLevel are shadowed as non-native script functions in FWChildActor.psc (which extends Actor), so maybe they are redundant in the DLL? Thanks again for taking the time to try and fix this! skse64.log
  14. Many thanks - I'm looking at debugging BF startup with this version and have made a little progress, but unfortunately once I update all the mod dependencies to allow BF to initialise it crashes the game during the init sequence, so I suspect there is a bad call in the DLL somewhere - despite trying both Trainwreck and Crash logger I don't get a Crash log for this particular crash. Also I think I have the names for the functions you couldn't find from the following errors in my Papyrus log [04/23/2024 - 12:25:12PM] error: Native static function SetLevel could find no matching static function on linked type FWChildActor. Function will not be bound. [04/23/2024 - 12:25:12PM] error: Native static function SetRace could find no matching static function on linked type FWChildActor. Function will not be bound. [04/23/2024 - 12:25:12PM] error: Native static function GetLevel could find no matching static function on linked type FWChildActor. Function will not be bound. So I think the functions you need are: GetLevel which (I assume) was 0x006A7320 in LE SetRace which (I assume) was 0x006AF590 in LE SetLevel which (I assume) was 0x006A7320 in LE No idea if that moves things any further forward - you've already got way past anything I could do, I have no idea how to update/create dll's!
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