donttouchmethere Posted February 14, 2020 Posted February 14, 2020 7 hours ago, Corsec said: mean, it'd be nice to have all this done automatically, but it's not completely necessary for roleplay if you're willing to spend a few minutes setting it up Yes, but you're are creating the base for this to happen, maybe. I like the Hydragon Slavers, because they travel around everywhere. With DEC set on priority SD local enslavement they always dangerous if camping in the wild, or while vulnerabe and searching for help. With DFC I could at least mark one of them as next buyer at SS+ auction now. Also cute Idea with the additional HSG slave follower. Thx to your patches they are already an eye candy. I would keep those HSG slavers unleveled. They are still week if they have to fight more than 2 or 3 Immersive angry wenches or SDcages badass bandits or SIC creatures in higher lvls (means for me about lvl 20 lol). Also I would like to try them as being a doggy pet owners ^^ As possible followers they might even show up in SLS escort function. If I play alone or with only one follower and shit hits the fan, they would be now interesting emergency followers. With NFF its already possible to recruit them as expendable followers, with limited functonality. So much to try!
Corsec Posted February 14, 2020 Author Posted February 14, 2020 14 hours ago, donttouchmethere said: Yes, but you're are creating the base for this to happen, maybe. I like the Hydragon Slavers, because they travel around everywhere. With DEC set on priority SD local enslavement they always dangerous if camping in the wild, or while vulnerabe and searching for help. With DFC I could at least mark one of them as next buyer at SS+ auction now. Also cute Idea with the additional HSG slave follower. Thx to your patches they are already an eye candy. I would keep those HSG slavers unleveled. They are still week if they have to fight more than 2 or 3 Immersive angry wenches or SDcages badass bandits or SIC creatures in higher lvls (means for me about lvl 20 lol). Also I would like to try them as being a doggy pet owners ^^ As possible followers they might even show up in SLS escort function. If I play alone or with only one follower and shit hits the fan, they would be now interesting emergency followers. With NFF its already possible to recruit them as expendable followers, with limited functonality. So much to try! I've uploaded a new version to fix some gameplay issues. Slaves eligible as followers will now not be assigned armbinders as part of their default outfits, because the player will not be able to remove them, and the slaves need to be able to fight if the player wants. You can still give armbinders manually to their inventory, you will have to do it this way if you want the option to unlock them. I also altered their aggression settings so they won't run away, and made them level normally, although most of them will start at level 1. There are still a few badass warrior slaves that start with high levels. It's safe to upgrade from the previous patch, but you will have to remove armbinders from their outfits by using the resetinventory console command since these NPCs won't reset automatically any more. Does DFC allow you to mark the next buyer at SS auction? That's great, I'll have to test that. It would be an easier way to set up SS auction buyers. The follower levelling currently works by making them level with player, but they will have minimum levels set equal to the static level the HSG mod gives them. So they will start with high levels, and will still raise level with player. Everyone has the Protected flag. I'm glad you're making use of it, I've always thought the PC should be able to be integrated as a slave into the Hydra Slavegirls mod. Since the mod has travelling adventurers followed and helped by their slaves, it seems natural to let the PC also be enslaved by those adventurers. Let me know how they work with the SLS escort feature, I'm yet to try that mod but mean to in the future. I'm wondering if I should keep the followers as a seperate patch, or integrate it with the pre-existing DD patches? EDIT: File removed, new one available. 1
donttouchmethere Posted February 14, 2020 Posted February 14, 2020 1 hour ago, Corsec said: I've uploaded a new version to fix some gameplay issues. lucky me I saw this =D btw I use your HGS DD patch plus your Hydra Slaver Follower patch I hope that's right ? 1 hour ago, Corsec said: Slaves eligible as followers will now not be assigned armbinders as part of their default outfits, because the player will not be able to remove them, and the slaves need to be able to fight if the player wants I don't want them be able to fight lol I love that you give some of them petsuits, makes them nice eyecandys in the party. If they are gagged they also can't approach via DEC. they are slaves and the slavers just grabbed the PC on their way at times PC needed help. Why can't HGS armbinders not be removed by the player? (if he has keys) 1 hour ago, Corsec said: Does DFC allow you to mark the next buyer at SS auction? That's great, I'll have to test that. It would be an easier way to set up SS auction buyers. yes, but only one at any given time. the SS+ to DFC transfer works very well 1 hour ago, Corsec said: I'm glad you're making use of it, I've always thought the PC should be able to be integrated as a slave into the Hydra Slavegirls mod. Since the mod has travelling adventurers followed and helped by their slaves, it seems natural to let the PC also be enslaved by those adventurers. DEC (set to local enslavement, has extra settings for NPC that are flagged as slaver to rise the chance that they will approach the player, so far this are only HGS slavers, range on my setup 9600 units to pull slavers to the PC) + SDplus/SDpatches + HGS This makes the HGS slavers really dangerous if your vulnerable and alone at night in the woods. Good thing: is they have a travel packet and make great masters for SD+. Bad thing: they might teleport sometimes, but SD+ has a debug function for it. Also the travel packet seems to prevent them to bring the PC to Mistwatch (which is a bit bugged anyways, or conflicts with mods that change something in mistwatch like adding different factions to the location) 1 hour ago, Corsec said: Let me know how they work with the SLS escort feature, I'm yet to try that mod but mean to in the future. nearly done with the next test setup, just saw your patch and also saw that I have too many animations installed, seems I accidently ticked everything billy has to offer (again) 1 hour ago, Corsec said: I'm wondering if I should keep the followers as a seperate patch, or integrate it with the pre-existing DD patches? I would say separate, cause possible conflicts and for testing? Or if it changes the way they react (DTMT drifting once again into regions of dangerously low knowledge)
Corsec Posted February 14, 2020 Author Posted February 14, 2020 13 minutes ago, donttouchmethere said: lucky me I saw this =D btw I use your HGS DD patch plus your Hydra Slaver Follower patch I hope that's right ? I don't want them be able to fight lol I love that you give some of them petsuits, makes them nice eyecandys in the party. If they are gagged they also can't approach via DEC. they are slaves and the slavers just grabbed the PC on their way at times PC needed help. Why can't HGS armbinders not be removed by the player? (if he has keys) yes, but only one at any given time. the SS+ to DFC transfer works very well DEC (set to local enslavement, has extra settings for NPC that are flagged as slaver to rise the chance that they will approach the player, so far this are only HGS slavers, range on my setup 9600 units to pull slavers to the PC) + SDplus/SDpatches + HGS This makes the HGS slavers really dangerous if your vulnerable and alone at night in the woods. Good thing: is they have a travel packet and make great masters for SD+. Bad thing: they might teleport sometimes, but SD+ has a debug function for it. Also the travel packet seems to prevent them to bring the PC to Mistwatch (which is a bit bugged anyways, or conflicts with mods that change something in mistwatch like adding different factions to the location) nearly done with the next test setup, just saw your patch and also saw that I have too many animations installed, seems I accidently ticked everything billy has to offer (again) I would say separate, cause possible conflicts and for testing? Or if it changes the way they react (DTMT drifting once again into regions of dangerously low knowledge) Yeah, for now the DD patch is seperate from the follower patch, but I may merge them both soon. When I upload patches in the thread they're just experimental, don't rely on them in a non-test game until they are on the main download page. It's really helpful for me to have feedback, which is why I post them, so thanks for responding. The problem was that the DD patch assigns armbinders and other items as part of their assigned outfits outfits. They are not part of an NPCs accessible inventory, which means they can't be accessed for removal even if the player has the necessary keys. These NPCs also will never reset their outfits or inventories, so the player can never remove these items. So a slave will be permanently blocked from using some armor, and also using weapons if they have armbinders. Also some slaves are designed as warrior companions and should be able to fight. I wanted to give the option for all slave followers to be able to fight if the player wants, which means removing at least armbinders from outfits of slave followers. That being said, I can just assign armbinder items directly to inventory rather than by outfit, that way they will be properly bound when not followers, but the player has the option of removal if they have the correct keys. They won't be able to have random outfits, but they will instead have full sets of items directly placed in their inventory. Have any requests for what items you want assigned to particular slaves or anything else? If slavers have a travel AI package, will they actually use it when they are SD+ masters? In my past experience, the masters either follow the player or just idle in the local area. But that might be because Nether Follower Framework is overwriting the default AI. I haven't been using DEC because I use enslavement via simple slavery as a death alternative and I don't want yet another heavily scripted mod running in the background, but it's interesting to hear how it works. DEC actually has instructions on it's mod page for assigning new lists of masters for enslavement. I tried it previously but my CK bugged out. I'll probably give it another try since DEC has integration for hydra slavers. I think FNIS has an XXL patch for extra animations.
donttouchmethere Posted February 14, 2020 Posted February 14, 2020 39 minutes ago, Corsec said: I think FNIS has an XXL patch for extra animations. Can't use anything else anymore lol Okey it was eatingsleepingdrinking that adds a lot of animations to my already overburdened game 39 minutes ago, Corsec said: If slavers have a travel AI package, will they actually use it when they are SD+ masters? In my past experience, the masters either follow the player or just idle in the local area. I think it works like that: SD+ master will follow player only after 24 hours SD+ master will try to go to Mistwatch if the PC slave isn't good enough HSG: Slaver 01 Leader Slaver 02 follows 01, until 01 dies, then becomes leader Slave follows 01 until 01 dies, then follows 02, is stuck in place if all Slavers die, with your mod I could be able to save them for that fate ... wait that means also I could free HSG slaves with your mod!!! if your enslaved to Slaver 01 the whole group follows PC after a while if your enslaved to Slaver 02 SD wins over HSG and the Slaver stays close to PC, but will teleport if Slaver 01 is too far away, also like to run back and forth while trying to reach Slaver 01 and also stay close to PC. Same with Traveling Immersive Wenches if Player is Enslaved to Wenches Bodyguard. Although Traveling Wenches seem to be worse, because they sometimes teleport to an outside game world storage cell.
donttouchmethere Posted February 14, 2020 Posted February 14, 2020 2 hours ago, Corsec said: But that might be because Nether Follower Framework is overwriting the default AI. I use NFF too and not seeing any odd SD+ master behavior (other than the usual odd behavior ^^). (use the NFF version that overwrites vanilla follower scripts) Shouldn't have NFF only an effect on followers that are NFF controlled? I have often followers not NFF controlled and they don't show the NFF idles/combat behavior
Corsec Posted February 14, 2020 Author Posted February 14, 2020 On 2/14/2020 at 10:47 PM, donttouchmethere said: I use NFF too and not seeing any SD+ master behavior. (use the NFF version that overwrites vanilla follower scripts) Shouldn't have NFF only an effect on followers that are NFF controlled? I have often followers not NFF controlled and they don't show the NFF idles/combat behavior Actually, now I'm thinking about it, I make SD+ masters into followers, and that's probably why they don't use their packages. Sorry, I had forgotten that was the cause of the problem when I commented earlier. The groups of slavers that travel together aren't affected by the follower patch. It only affects the slavers that travel alone or are followed only by slaves. I can see why it would be a problem to get enslaved by slaver groups, you can probably fix it by using SD+ commands to set your new owner as the group leader. I usually do something similar when getting enslaved at a dungeon, I set the owner as the dungeon boss. Anyway, here's the latest, and hopefully last, version of the patch. It's seperate from the other Hydra DD patch. EDIT: File removed, now on main download page. 1
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 22 minutes ago, Corsec said: you can probably fix it by using SD+ commands to set your new owner as the group leader. I usually do something similar when getting enslaved at a dungeon, I set the owner as the dungeon boss. That's interesting! (SD commands?) How you do that?
Corsec Posted February 15, 2020 Author Posted February 15, 2020 5 minutes ago, donttouchmethere said: That's interesting! (SD commands?) How you do that? In the SD+ MCM menu, under 'Controls' submenu check the 'Surrender/Submit' command. It's bound to the # key by default on my keyboard. It brings up a debug menu. If you click 'Surrender' you will get a message in the top left that you will surrender to the next crosshair target. You can use this to change your master.
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 18 minutes ago, Corsec said: In the SD+ MCM menu, under 'Controls' submenu check the 'Surrender/Submit' command. It's bound to the # key by default on my keyboard. It brings up a debug menu. If you click 'Surrender' you will get a message in the top left that you will surrender to the next crosshair target. You can use this to change your master. AH! You just surrender to the next target^^ I must admit it doesn't sounds as good as debugging or do some modder magic ? That's actually a good idea, and easy done! Thx that will make the next HSG enslavement a bit easier. Usually I don't make a SDmaster a follower, because that breaks it's SD travel packet. On the other hand, that would only be interesting if you want to get dragged around by the slavers or be dragged to mistwatch have to try that for SDpatches
Corsec Posted February 15, 2020 Author Posted February 15, 2020 32 minutes ago, donttouchmethere said: Usually I don't make a SDmaster a follower, because that breaks it's SD travel packet. On the other hand, that would only be interesting if you want to get dragged around by the slavers or be dragged to mistwatch have to try that for SDpatches I usually make them followers so that NFF can use the follower teleport feature to prevent the master getting stuck on a rock without the player noticing and then punishing the PC for unintentionally going too far away. SD+ also gets problematic during combat, the master will suicidally move into danger when the player would rather retreat, the summon follower command is needed to get them to behave sensibly. It's actually quite difficult to keep SD+ masters alive, they need help and escape is too easy unless they can teleport to you. Also this follower mods creates generic followers, all of whom have really good AI roaming packages (resting at inns and attacking enemy locations). I was using them as a source of masters before making the slaver follower patch. The AI packages are much better than HSG, which only travel the roads and inns without other interactions. You might really like these followers for their AI. You can also copy the AI packages onto other followers to make others behave the same way. https://www.nexusmods.com/skyrim/mods/17823/? I also used this series of Follower Pack mods to add more generic male followers to my game (some of them have AI packages already). I made a custom patch by copy-pasting the AI from the above mod onto these NPCs to make them roam as well. https://www.nexusmods.com/skyrim/users/4861365?tab=user+files 1
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 19 minutes ago, Corsec said: It's actually quite difficult to keep SD+ masters alive, they need help and escape is too easy unless they can teleport to you. so true! ? Sometimes it's a good thing, but usually as soon as the master starts following I can lure him into a trap. I use DEC to teleport the master to me, without adding him to NFF. This also works with Inte's SUM (theoretically) I flag the SD master as follower in DEC even if he isn't, just to use DEC's teleport to me function. 19 minutes ago, Corsec said: might really like these followers for their AI. You can also copy the AI packages onto other followers to make others behave the same way. https://www.nexusmods.com/skyrim/mods/17823/? cool! thx for the hint! 19 minutes ago, Corsec said: I also used this series of Follower Pack mods to add more generic male followers to my game (some of them have AI packages already). I made a custom patch by copy-pasting the AI from the above mod onto these NPCs to make them roam as well. https://www.nexusmods.com/skyrim/users/4861365?tab=user+files sweet! DEC is also great to make the SD master add more DDs after rape. The original SD masters are a bit cheap if it comes to bondage. And if you didn't tried this one: SDpatches you have too! Makes escape at night really ha.... nearly impossible ?
Corsec Posted February 15, 2020 Author Posted February 15, 2020 25 minutes ago, donttouchmethere said: so true! ? Sometimes it's a good thing, but usually as soon as the master starts following I can lure him into a trap. I use DEC to teleport the master to me, without adding him to NFF. This also works with Inte's SUM (theoretically) I flag the SD master as follower in DEC even if he isn't, just to use DEC's teleport to me function. cool! thx for the hint! sweet! DEC is also great to make the SD master add more DDs after rape. The original SD masters are a bit cheap if it comes to bondage. And if you didn't tried this one: SDpatches you have too! Makes escape at night really ha.... nearly impossible ? Dragging the SD+ master onto hostile NPCs in order to to get the master killed was so easy I had to use protected followers as SD+ masters just to stop myself from doing it haha. Otherwise slavery was trivial, I would be free within 5 minutes. Unfortunately slavery mods don't seem able to adequately handle a rebellious PC without taking away all control from the player (Slaverun does this, you can't normally fight your way free, you will be recaptured through forced dialogue). One alternative I considered was to manually use .bat files to add large bounties if the player escaped, and remove the bounties when re-enlslaved, since escaped slaves should be treated as criminals. I didn't know DEC had functions to handle a master NPC, I thought it only handled sex/approach events and enslavement? I'll definitely have to test it now, thanks. I do know DEC allows enslavement following rape events (including non-combat ones), I was considering pairing it with TDF Aroused Rape (or DCL's rape feature) for my next game to force the PC to brawl to resist sex attackers and to stay free. That seemed like it would be less script-heavy than running the main DEC approach script. TDF-AR seems to start events a lot more reliably than DEC too, when I tested it a lot of times it would seem to fail to stat approaches even with the most permissive rules possible. Is SDpatches stable? I was avoiding it and SD cages because SD+ is still in development and I wasn't sure about bugs from incompatibility between versions.
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 3 minutes ago, Corsec said: Is SDpatches stable? I was avoiding it and SD cages because SD+ is still in development and I wasn't sure about bugs from incompatibility between versions. No compatibility issues there. Although depending where you got enslaved the master has a hard time to find the right spot for the night. SDcages only adds cages to locations and more hostiles with better equipment => standalone, so you can use the cages and bandits for other mod combos too SD+ newest + SDpatches works without issue. If the cage scene fails for some reason (for example a cage at a hard to reach place and massive amount of followers) it can be a bit annoying, because there is no option to debug it.
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 the followers you posted might be also interesting for "being a doggy". If transformed you follow the NPC wherever it goes. It's just a bit boring if the NPC doesn't want to go somewhere lol
Corsec Posted February 15, 2020 Author Posted February 15, 2020 36 minutes ago, donttouchmethere said: No compatibility issues there. Although depending where you got enslaved the master has a hard time to find the right spot for the night. SDcages only adds cages to locations and more hostiles with better equipment => standalone, so you can use the cages and bandits for other mod combos too SD+ newest + SDpatches works without issue. If the cage scene fails for some reason (for example a cage at a hard to reach place and massive amount of followers) it can be a bit annoying, because there is no option to debug it. Thanks, I'll give them a try on my next test game. Last time I used Cages it spawned badass bandits even after I switched them off in the MCM, but it seems like it has a new patch that should prevent it.
donttouchmethere Posted February 15, 2020 Posted February 15, 2020 3 minutes ago, Corsec said: Thanks, I'll give them a try on my next test game. Last time I used Cages it spawned badass bandits even after I switched them off in the MCM, but it seems like it has a new patch that should prevent it. hopefully...
donttouchmethere Posted February 22, 2020 Posted February 22, 2020 On 2/15/2020 at 12:45 AM, Corsec said: It's seperate from the other Hydra DD patch. Need to be sure: if Hydra Slaver Followers - Devious Devices.esp is installed I don't need to install Hydra Slavegirls Patch for Devious Devices.esp (Unless "separate" means they can be used together) or do they even conflict? Does the Hydra Slaver Followers patch only effect the wandering slavers + slaves, or all slaves added by HSG?
Corsec Posted February 23, 2020 Author Posted February 23, 2020 So I've looked through the items in Cursed Loot and there isn't enough stuff that I want to add to make it worth a patch. However, through Sexlab Survival I have discovered Bikini Armor and I will be making an additional patch to assign them to the wench warrior NPCs in Immersive Wenches. 19 hours ago, donttouchmethere said: Need to be sure: if Hydra Slaver Followers - Devious Devices.esp is installed I don't need to install Hydra Slavegirls Patch for Devious Devices.esp (Unless "separate" means they can be used together) or do they even conflict? Does the Hydra Slaver Followers patch only effect the wandering slavers + slaves, or all slaves added by HSG? You need both. I didn't merge the files because people might not want the follower changes, they are now allied to the player and will defend from enemies. 'Hydra Slaver Followers - Devious Devices.esp' only affects slaver followers and the slaves that they own (these slaves need to be handled seperately to make sure the warrior slaves are still free enough to fight). 'Hydra Slavegirls Patch for Devious Devices.esp' affects all Hydra Slavegirl NPCs. Load order doesn't matter. Also, do you find that you get freed in SD+ whenever the Owner goes into bleedout? It's really inconvenient when I'm actually not trying to escape. 1
donttouchmethere Posted February 23, 2020 Posted February 23, 2020 2 hours ago, Corsec said: However, through Sexlab Survival I have discovered Bikini Armor and I will be making an additional patch to assign them to the wench warrior NPCs in Immersive Wenches. That's actually a great idea! My Bikini Armor installation for SLS just lies dormant most of the time and is only used for finding more loot. I think I not managed once to trigger the bikini curse, or I missed it and it was triggered? However it works with SLS, it's always great if large mods have more than one use. 2 hours ago, Corsec said: You need both. That one important information for your mod page ? I did it right, means I nearly understood you and the rest was experimenting. Atm I get some odd CTDs and double checking newer mods I installed for user errors (<= that's me!) I have so many new mods in LO, I can't even predict anymore who does what after overwriting the wrong files ?♂️(patches are my doom) 2 hours ago, Corsec said: Also, do you find that you get freed in SD+ whenever the Owner goes into bleedout? It's really inconvenient when I'm actually not trying to escape. I don't think I had that issue, or at least not that I recognized it. Guess it's because you control your master via NFF? Something I not tried yet. Does it make me a bad slave if I would give my master the deathblow if he is in bleedout? ? Most sorrow I have with civilian NPC Masters I don't want to see dying.
Corsec Posted February 23, 2020 Author Posted February 23, 2020 1 hour ago, donttouchmethere said: That one important information for your mod page ? I did it right, means I nearly understood you and the rest was experimenting. Atm I get some odd CTDs and double checking newer mods I installed for user errors (<= that's me!) I have so many new mods in LO, I can't even predict anymore who does what after overwriting the wrong files ?♂️(patches are my doom) I don't think I had that issue, or at least not that I recognized it. Guess it's because you control your master via NFF? Something I not tried yet. Does it make me a bad slave if I would give my master the deathblow if he is in bleedout? ? Most sorrow I have with civilian NPC Masters I don't want to see dying. It's my fault for making such a confusing mess of patches. It makes sense to me, not as much to others. Yeah the SD+ bleedout freedom seemed to start when I started using NFF. I'll try without it and see what happens. I'm also considering making a patch to assign bikini armor to vanilla warrior women like Uthgerd and also generic enemies. It'd be crazy incompatible with appearance mods though so it'd need to be loaded early and handled with a merged or bashed patch. If I'm playing Slaverun, SLS or both together then it would make sense for warrior women to be dressed appropriately.
donttouchmethere Posted February 23, 2020 Posted February 23, 2020 5 hours ago, Corsec said: It's my fault for making such a confusing mess of patches. It makes sense to me, not as much to others. I don't think it's a mess, just needs a clear install instruction. I thought I understood you, but I wasn't 100% sure, which makes bug hunting harder in a LO with lots of new mods and updates.
donttouchmethere Posted February 23, 2020 Posted February 23, 2020 5 hours ago, Corsec said: Yeah the SD+ bleedout freedom seemed to start when I started using NFF. I'll try without it and see what happens. At least you found a good cheat to escape SD slavery right? ?
Corsec Posted February 23, 2020 Author Posted February 23, 2020 9 hours ago, donttouchmethere said: That's actually a great idea! My Bikini Armor installation for SLS just lies dormant most of the time and is only used for finding more loot. I think I not managed once to trigger the bikini curse, or I missed it and it was triggered? However it works with SLS, it's always great if large mods have more than one use. Here's the bikini patch for immersive wenches. It should make wench bodyguards use bikini armor, the serving wenches will still use whatever outfits you have chosen a patch for. Load this AFTER all other immersive wench patches. Currently only NPCs from immersive wenches are affected. I'm currently testing how to best make vanilla female bandits use bikini armors. 2 hours ago, donttouchmethere said: I don't think it's a mess, just needs a clear install instruction. I thought I understood you, but I wasn't 100% sure, which makes bug hunting harder in a LO with lots of new mods and updates. OK, after I get the bikini patch completed and uploaded I'll review the install instructions. EDIT: File removed, newer one available. 1
Corsec Posted February 23, 2020 Author Posted February 23, 2020 Here's the current state of the bikini patch. It now modifies all vanilla female bandits to use bikini armor. Since it edits vanilla NPCs, it will be conflicting with mods that change female bandits, including beauty mods. You can fix this by loading it early in your load order before beauty patches, and use a merged/bashed/whatever patch to resolve conflicts. It should make immersive wenches bodyguards use bikini armor, the serving wenches will still use whatever outfits you have chosen a patch for. Load this AFTER all other immersive wench patches. Currently only NPCs from immersive wenches are affected. I'm done working on it for today. Anyone who wants to use it is welcome to playtest it for me. It seemed to work OK when I tested it. Tomorrow I'll add vanilla female followers and DLC bandits. EDIT: File removed, now on main download page. 1
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