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***As of Version 1.310 FSM requires PowerofThree's Papyrus Extender***

 

DESCRIPTION

 

Have you ever been enslaved and found your defeated followers hanging around as if nothing has happened? Not any more - FSM  allows your Followers to be enslaved when you are.  Will you leave them to their fate, or search the cities, towns and wilds of Skyrim and rescue them from Slavery?

 

FSM is highly configurable - using a combination of the MCM and FSM JSON files you can control

  • Which NPCs are potential Masters for enslaved Followers
  • Which Locations (Bandit, Warlock or Vampire camps) Follower slaves can be sent to
  • The Outfits that slaves will be dressed in, Male and Female slaves have their own outfit sets
  • Whether slaves will be used as Sex toys, selectable both on the gender of the slave and that of the Master
  • The animation tags selected if slaves are used as Sex toys, based both on the gender of the slave and that of the Master
  • Whether Toys & Love or Sexlab is used for sex scenes
  • The chance that Masters will sell their slaves on to new Master
  • How quickly the slave's gear is sold by their Master
  • The chance that slaves will escape, and whether they will steal back any remaining gear
  • How soon after enslavement rumours will start to circulate of the slave's location

FSM's masters.json file comes pre-loaded with over 100 male NPCs, 80 female NPCs and 100 locations (Bandit camps and Warlock or Vampire lairs).

 

A built in audit report makes it simple to identify records in the JSON and edit them as you wish. The individual groups of Masters (NPC Male, NPC Female, Bandit Camps, Warlock Lairs, Vampire Lairs) can also be disabled/enabed during the game via the MCM.

 

Similarly the SlaveOutfits.json file includes 21 pre-loaded female outfits (including 3 "Toys" and 17 "Devious Devices" outfits) and 16 male outfits. Individual outfits can be enabled/disabled via the MCM and again there is an audit report to allow you to easily modify or add your own choice of outfits.

 

Animation tags for each gender combination can be edited in the AnimationTags.json file. 


ENSLAVEMENT

 

There are a number of methods by which Followers can be enslaved:

 

Sexlab Defeat
Followers who are assaulted after they have been defeated may be enslaved by their aggressors.

 

The SL Defeat Plugin was developed using SL Defeat V5.3.6 Bane 24112021 and is compatible with the Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by AndrewLRG

It has not been tested with other versions of SL Defeat but should be compatible so long as Followers are assaulted after being defeated.

 

Enslavement depends on a number of factors in addition to the chance set in the FSM MCM:

Spoiler
  • The follower must have been assaulted after being defeated
  • To be a valid master an aggressor has to have either hit or had sex with the follower during the encounter
  • The selected aggressor must also be a valid FSM Master and be ActorTypeNPC or in the list of valid Slaver Races in Utility.json
  • Each aggressor can only enslave one Follower
  • The aggressor must be within 200' of the Follower when the enslave event fires.
  • The player must either be > 25' from the Follower or also have been Defeated.

 

Simple Slavery+
If you are sent to Simple Slavery your active followers may be enslaved by your captors or sent to auction with you. Once you are auctioned they will also be sold.

 

FSM Enslavement
Active followers can be enslaved via the MCM - either to a Random NPC or your current Target

 

External Mods
Followers can be enslaved and freed through FSM by other Mods using ModEvents
 

Spoiler

-------------------------------------------------------------FSM Enslave API--------------------------------------------------------------------

       

       Check that FSM has been Installed from the MCM:

           Bool bIsFSMInstalled = ( StorageUtil.GetIntValue(none, "fsm_bIsMCMInstalled") == 1 )


       Create an Enslave ModEvent:

            Int iFSMEnslave = ModEvent.Create("fsm_enslavefollower")
            If iFSMEnslave
                ModEvent.PushForm(iFSMEnslave, kSlave)     ; Form    The Follower to be Enslaved
                ModEvent.PushForm(iFSMEnslave, kMaster)    ; Form    The Actor who will be the Master - use 'None' if enslaving by Master Type or to a random actor
                ModEvent.PushString(iFSMEnslave, strType)  ; String  The Master Type required. Used if kMaster is 'None' (or if fallback is enabled & kMaster is invalid). Push "Random_Type" for a Random Selection
                ModEvent.PushBool(iFSMEnslave, True)       ; Bool    Allow Fallback - If kMaster is None and Master Type is "" allocates a random master, otherwise enables fallback to Random if kMaster or Master Type are invalid
                ModEvent.Send(iFSMEnslave)
            EndIf

 

            To flag a Non-Follower ActorTypeNPC as Enslaveable via FSM use:

                StorageUtil.SetIntValue(kActor, "fsm_CanEnslaveNPC", 1)

 

            The "fsm_CanEnslaveNPC" flag is persistent on the actor so to remove it use:

                StorageUtil.UnsetIntValue(kActor, "fsm_CanEnslaveNPC")

 

            ****NB Enslaving non-follower actors may have unpredicatable consequences - be sure to test thoroughly if using this option****

 

            To prevent FSM from automatically recruiting an actor as a follower when they are bought out of slavery or are stolen by the player use:

                StorageUtil.SetIntValue(kActor, "fsm_NoRecruit", 1)

 

            The "fsm_NoRecruit" flag is persistent on the actor so to remove it use:

                StorageUtil.UnsetIntValue(kActor, "fsm_NoRecruit")
            

            To suppress FSM's "<FollowerName> has been enslaved..." notification when enslaving a follower use:

                StorageUtil.SetIntValue(kActor, "fsm_SilentEnslave", 1)

            Notification suppression only applies to the followers next enslave event it is NOT persistent.
            

            To specify an Outfit to be worn when a follower is enslaved set the json outfit path string with the key "fsm_ForceSlaveOutfit"" on the Follower.

            e.g. to specify the "Toys Curio" outfit use:
                StorageUtil.SetStringValue(kActor, "fsm_ForceSlaveOutfit", ".female.Toys Curio")

            The specified Outfit only applies to the Follower's next Enslave event it is NOT persistent. If the specified outfit path is not found a random outfit will be chosen,
            don't forget to check that the relevant mod is installed before specifying an Outfit from it. 


            FSM sends a ModEvent "fsm_FollowerEnslaved" when a follower is enslaved (by FSM)
            To use: 
                RegisterForModEvent("fsm_FollowerEnslaved", "<yourcallbackName>")
           
                Event <yourcallbackName>(Form akFollower, Form akMaster)
            
            Where:          akFollower       ; Form       The follower who has been enslaved
                                 akMaster          ; Form       Their new Master

 


            FSM also sends a ModEvent "fsm_SlaveFreed" when a follower is released from Slavery

            To use: 
                RegisterForModEvent("fsm_SlaveFreed", "<yourcallbackName>")
           
                Event <yourcallbackName>(Form akFollower, Form akMaster, Bool abIsStolen, Bool abIsRecruited)
            
            Where:        akFollower        ; Form       The Follower freed
                               akMaster           ; Form       The Master that the follower has been freed from
                               abIsStolen         ; Bool        True if the Follower was stolen from the Master
                               abIsRecruited    ; Bool        True if the Follower is currently recruited to the Player (by FSM or any other Mod)

 


            To remotely free a slave first set how you want their gear to be handled:

 

                To specify that the slave you are freeing should have their gear returned

                    StorageUtil.SetIntValue(kFollower, "fsm_RemoteWithGear", 1)

                To free them with only their current slave outfit

                    StorageUtil.SetIntValue(kFollower, "fsm_RemoteWithGear", 0)

 

            This setting only applies to the Follower's next release event it is NOT persistent.

          

            Then free the slave by calling the remote release ModEvent on the Actor

                    kSlave.SendModEvent("fsm_freeSlave")

 

           To dismiss a follower using FSM's Vanilla/EFF/NFF/AFT Multi Framework support:

                kFollower.SendModEvent("fsm_DismissFollower")

 

                FSM will not dismiss the current 'Devious Followers' Master or 'Submissive Lola' Master

---------------------------------------------------------------End API---------------------------------------------------------------------------
 

 

 

FSM Plugins
FSM is designed so that more third party mod support can be added in future - Version 1.0 includes a Simple Plugin for Sanguine's Debauchery that allows any active Followers not enslaved by SD to be enslaved in a similar way to SD's built-in Follower handling. 

Currently up to ten enslaved followers are supported - if an eleventh follower is enslaved the existing slave with the longest service will be released.

 

INTERFACES TO OTHER MODS

 

Devious Followers - Continued SE

If you are too poor to buy a slave and have a Devious Follower you can get your DF to pay for the slave and their gear. Due to sums of money involved this may have immediate consequences! Where you don't have a DF and are short of gold the slave's owner will offer you a deal that will contract a hireling DF to "administer" your loan. The contract length is based on the cost of the slave, plus DF's hiring fee divided by their daily charge. Once the contract expires you will have paid for the slave and covered the hireling's expenses - well maybe...

 

You can control which hirelings can be used in a deal by editing the list "DF_Hirelings" in the ModInterface.json file.

 

Fertility Mode

Females slaves to male Masters will be inseminated based on the frequency with which they are used by their Master. The chance of an insemination event is modified by any Devious chastity devices they have equipped.

 

REGISTERING YOUR FOLLOWERS IN FSM

 

Once you have installed FSM you need to have a Dialogue with each of your followers to register them in FSM.  For EFF users  - don't just use the EFF custom menu, actually open a dialogue with them using the Talk option in the EFF menu.

 

You only need do this once per game for each follower  - FSM will keep track of them from then on.

 

You can check in the MCM on the Enslavement tab to see if all your current followers are listed. If a current follower is not listed, open a dialogue with them and then check again.

 

 

EMANCIPATION (Freeing your Followers)

 

After a few days Innkeepers will become aware of any new Follower slaves in their area, however followers taken by Bandits, Warlocks or Vampires may prove harder to find. 
Once you find an enslaved follower, if the owner is neutral or friendly, you can either buy them out of slavery or make a break for freedom with them. If the owner is hostile then more direct action will be required!

 

If required, the MCM can also be used to reveal a slave's current Hold, Location or Owner and also to remotely free the slave.

 

 

REQUIREMENTS


The only hard requirements are PowerofThree's Papyrus Extender SE, PapyrusUtil SE, JContainers SE & SkyUI SE or LE Equivalents
Sex scenes require either Sexlab 1.63+ or Toys & Love SE 2.1+ or LE Equivalents

 

 

SUPPORTED MODS


Extensible Follower Framework/Amazing Follower Tweaks/Nether's Follower Framework
Simple Slavery++ 6.3.16+
Sanguine's Debauchery
Toys & Love 2.21+ (Outfits & Love scenes)
Devious Devices 5.1+ (Outfits)

Sexlab Defeat V5.3.6 Bane 24112021

 

 

COMPATIBLE WITH


Submissive Lola, the Resubmission
Devious Followers Continued

Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6)

Fertility Mode & Fertility Mode V3 Fixes and Tweaks

Edited by Bane Master


What's New in Version 1.510

Released

  • Fixed Item Buyback not offering any items when "Remove Restraints when Bought" was toggled off in the MCM

Version 1.500

  • Innkeepers may now hear rumours of the location of followers taken by hostile Slavers
  • The accuracy of rumours of followers taken by hostile Slavers can be set in the MCM
  • The maximum delay before rumours of hostile Slavers start to circulate can be set in the MCM
  • The maximum delay before rumours of sightings of Followers enslaved to non-hostile NPC Actors start to circulate can now be set in the MCM
  • Optimised the version update code for Slave Release and Re-Enslave 
  • Fixed a bug in the SLDefeat plugin's aggressor detection

Full Change Log

 

Spoiler

Version 1.402

  • Fixed incorrect Innkeeper rumour Conditions on two slave slots

 

Version 1.401

  • Improved SLDefeat Addon detection for single followers with single aggressors

 

Version 1.40

  • Fixed a potential cause of Slave events not processing after a change of Master

 

Version1.320

  • Added a system for FSM to Enslave followers who are in Bleedout (Defaults to Disabled, see FSM System Menu - please feedback any issues!)
  • Followers may now be enslaved during SLDefeat's "Left for Dead" outcome
  • SLDefeat's "Escape" outcome will be removed on Enslavement
  • Followers that are freed due to lack of Slave slots will no longer be left in an inconsistent state

 

Version 1.310

  • FSM now requires PowerofThree's Papyrus Extender
  • Fixed a potential conflict in FSM's Sanguine's Debauchery Simple Slavery Outcome
  • NPC scans now use PO3 functions for greater efficiency and compatibility with VR

 

Version 1.301

  • Improved FSM's Simple Slavery -> Sanguine's Debauchery Outcome Handling
  • Followers already enslaved by Sanguine's Debauchery are ineligible for FSM enslavement

 

Version 1.300

  • Masters will sometimes remove Devious chastity devices from their slaves before using them, and re-equip the devices when done
  • Fertility Mode interface - female slaves with male Masters may be inseminated when not loaded based on MCM frequency of slave use
  • FSM will provide a few items of basic clothing to  unrestrained slaves that escape or are remotely released and would otherwise be naked
  • FSM will check for deleted Followers on game load

 

Version 1.203

  • Fixed an incorrect script property
  • Fixed - Innkeeper rumours will now display for all slaves where appropriate
  • Added a trace to the script log when no eligible new Master is available for slave transfer

 

Version 1.200

  • Increased the number of followers that can be enslaved to 10
  • Devious Followers Interface - Pay for a Slave with debt or if you have no DF cut a deal and get one contracted to "administer" your loan
  • Slaves freed by their Master's death will now remain in their slave gear 
  • Dead Masters corpses may have keys to their slaves devices (chance configurable in the MCM)
  • Toggle to allow bought slaves to be left in their devices when handed over to the Player
  • Expanded random dialogues used when buying slaves - Thanks to EinarrTheRed  for ideas/inspiration
  • Slaves being transferred to a new masters will "fast travel" if not in LOS of the Player

 

Version 1.131

  • Fixed Followers starting fights in the Simple Slavery Auction
  • Fixed Remaining Followers sometimes not being sent to the Simple Slavery if Enslave to aggressor has triggered for a Follower
  • Fixed Followers reequipping random armor items when sent to Simple Slavery

 

V 1.13

  • Dialogue with a slave whose Master has been disabled by another mod will free them from Enslavement
  • Added Nether's Follower Framework NFF Ignore Token to the ignored item list when stripping Followers

 

V 1.12

  • Updated Slave Outfit items that would conflict with Quest/BlockGeneric dD's worn by the follower being enslaved will not be equipped
  • Updated Generic dD's worn by the follower will be removed prior to equipping their Slave Outfit

 

Version 1.111

  • Optimised MCM code to reduce risk of issues due to the SkyUI MCM Initialization bug
  • Actors that are currently queued for Enslavement or Release will be excluded from FSM selection menus

 

Version 1.11

  • Added Individual Outfits can now be enabled/disabled via an MCM Outfits Page (newly added outfits are enabled by default)
  • Added a number of new Devious/Zaz Outfits to SlaveOutfits.json (thanks to Corsec for providing)

 

Version 1.1

  • Added Masters have a daily chance to sell their slaves to another Master (chance configurable for each Master type via the MCM)
  • Added slaves have a daily chance to escape from their Master (chance configurable for each Master type via the MCM)
  • Added slaves gear will be sold/discarded over time  (the frequency that items are lost is configurable via the MCM)
  • Added Low value items will be discarded within a few hours of enslavement (value configurable via the MCM)
  • Added slaves have a chance to steal any remaining gear back if they escape (configurable via the MCM)
  • Added The FSM updater will attempt to save existing slaves & restore them to their Masters after update
  • Added External mods can  suppress FSM's "<FollowerName> has been enslaved..." notification when enslaving a follower  (See API for details)
  • Updated Followers recruited by dialogue should be added to FSM immediately without the need for a subsequent dialogue
  • Updated The Simple Slavery Plugin should strip followers weapons more reliably when they are caged 

 

Version 1.0631

  • Slaves can now be freed using a ModEvent either with or without their gear (See API for details)
  • The "fsm_SlaveFreed" ModEvent now includes the Master that the Slave was freed from
  • Added "fsm_FollowerEnslaved" ModEvent to allow external Mods to listen for enslavement events, includes the follower and their new Master

 

Version 1.062

  • Fixed a bug in the FSM JSON integrity checker

 

Version 1.061

  • Fixed a bug in the FSM Simple Slavery Plugin

 

Version 1.06

  • Added gear buyback option when Followers are bought out of slavery
  • Added toggle to return gear or free with only current slave outfit when followers are freed via the MCM
  • Added remote release via ModEvent for external mods (with or without gear)
  • Fixed a bug where friendly fire could cause Followers to be enslaved to party members

 

Version 1.05

  • Added Plugin for Sexlab Defeat - Defeat aggressors may decide to enslave followers that they have defeated and assaulted
  • Slaves will not react to Bard performances
  • External mods may now designate NPCs as enslaveable
  • External mods can now specify the Outfit to be worn when enslaving a follower

 

Version  1.04

  • FSM now uses JContainers for JSON files, updated JSON files are in ..\FSM\JC - any custom edits to Slave_Outfits or Masters will have to be re-added in JContainers format: "__formData|<pluginName>|<lowFormId>"
  • FSM is now fully LE compatible
  • If you are sent to simple slavery, there's a chance (configurable via the MCM) that if you were beaten by hostiles who are valid masters they may just decide to keep some of your followers as personal slaves rather then selling them via Simple Slavery
  • When you buy a follower out of slavery the gold is now added to the selling NPC's inventory
  • Added "NoRecruit" flag for bought or stolen followers
  • Buyout dialog is no longer be accessible during Master/slave sex scenes

 

Version 1.03

  • Fixed an Issue with outfit randomisation
  • Improved gender recognition of masters and followers in slave dialogues
  • Fixed log spam where a follower has no outfit when enslaved
  • Blocked FSM ModEvents from registering before the Install button is pressed
  • Master & outfit audit functions are now LE friendly 
     

Version 1.021

  • *HotFix* Fixed an issue that was preventing Toys & Love being detected 
     

Version 1.02

  • Added additional checks to prevent hostile Masters from beating up their slaves
  • Updated FSM's dialogue quest to be LE friendly 
     

Version 1.01

  • External mods can now enslave Followers or Hirelings that are not currently recruited
  • FSM now sends a ModEvent "fsm_SlaveFreed" when a follower is released from Slavery
  • Runaways will no longer get their old outfits back
  • Changed FSM's mod detection method to be LE friendly
  • Enhanced the plugin versioning system

 
Version 1.00

  • First Release


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