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Devious Followers - Continued SE


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Posted
3 hours ago, beetlebug123 said:

This mod seems to prevent me from dismissing followers (who aren't devious). I get the dialogue and they say their parting lines but then don't actually stop following. Right now the only way for me to dismiss followers is by using Nether Follower Framework's flush follower slot feature. Anybody else had this problem or know how to fix it?

That's intentional, I think. But you could probably make some edits to the dialogue conditions to make it only apply to the DF.

 

I say that, but my game has always been bugged such that I can always dismiss any follower. Load order issue, I guess, but I can't be bothered to fix it

Posted (edited)
2 hours ago, Aldid said:

That's intentional, I think. But you could probably make some edits to the dialogue conditions to make it only apply to the DF.

 

I say that, but my game has always been bugged such that I can always dismiss any follower. Load order issue, I guess, but I can't be bothered to fix it

Interesting, I would think it shouldn't effect non devious followers.

 

I've found that Devious Follower's "remove follower" also works. It's not ideal but as if it doesn't point toward bigger problems I can live with it.

 

It's also definitely this mod. I don't have the problem on current or new games when I disable it

 

Edit: after further testing, I can dismiss a devious follower if my debts are paid off. Only non-devious followers seem to be affected

Edited by beetlebug123
  • 1 month later...
Posted (edited)
8 hours ago, Tiritsis said:

Hello, I was unable to find any information on this, but is there any way to make followers unessential?

Console commands probably (setessential 0), I don't know whether the mod sets the DF as essential at regular intervals or just when you hire them

Edited by Aldid
  • 1 month later...
Posted

Its been so long since I have used this mod but I do love it. I can't remember how to trigger most of the events that happen with follower boredom.

 

Only one I really remember is wearing restraints on your feet like pony boots and approaching a wilderness camp/dungeon your follower will trip you and make you wear pony gear.

I remember the one with the jarl and petsuit a bit but don't recall what actually triggers it, whether its a restraint you need to be wearing or just boredom and approaching a jarl.

The other one involves an inn somehow but I again I cant recall what you need to be wearing.

 

If you have any memories of what these or other events and their needs to be triggered I would greatly appreciate the help. Even a link to a list or pointing me in the right direction would be great.

Posted
On 7/14/2024 at 12:27 AM, Crota said:

Its been so long since I have used this mod but I do love it. I can't remember how to trigger most of the events that happen with follower boredom.

 

Only one I really remember is wearing restraints on your feet like pony boots and approaching a wilderness camp/dungeon your follower will trip you and make you wear pony gear.

I remember the one with the jarl and petsuit a bit but don't recall what actually triggers it, whether its a restraint you need to be wearing or just boredom and approaching a jarl.

The other one involves an inn somehow but I again I cant recall what you need to be wearing.

 

If you have any memories of what these or other events and their needs to be triggered I would greatly appreciate the help. Even a link to a list or pointing me in the right direction would be great.

Mentioned it in the DF Redux discussions at one point: The bondage games work through the following: (Low Willpower OR High Debt) AND (PC wearing device X/Y/Z) AND NOT (PC wearing device A/B/C)

The specific requirements for the games has been catalogued previously in older threads, but I'll rehash them here:

 

  Hide contents

Collar in Dragonsreach (or possibly other Jarl house, not sure) (Probably without chastity devices or heavy bondage on)

Blindfold in Dungeon (no heavy bondage)

Devioius Boots in Dungeon (probably also with bestiality trigger on and no gloves)

Specific combination of devices when resting at inn (not sure about which)

 

Posted
On 7/13/2024 at 6:27 PM, Crota said:

I can't remember how to trigger most of the events that happen with follower boredom.

To elaborate on what @Aldid said I went through some of my notes and found info condensed from this page of comments(my comments in purple)

The stages refer to the stage in quest '_dflowgames'

Blindfold - triggered in dungeons, requires chest slot to be available

Blindfold => straightjacket game (random trip event, iirc)

Boots - triggered in dungeons, requires gloves slot to be available

Boots =>stage 200=> pony game

Collar => Jarl game. Any jarl's throne room

Gag=>stage 300=> - requires you to sleep in an inn specifically, I *think* requires either chest slot or armbinder slot to be available.

Gag => sleep attack game

Jacket=>stage 100

 

Jarl and petsuit game

sometimes the petsuit game gets started, but the convo w/ the arl doesn't take place.

sqs _dflowgames (all games under this quest id)

the petsuit game begins at stage 400

you'll need to sestage until something happens

  • 1 month later...
Posted

Oh boy, modding Skyrim gets harder with every year it seems. I swear I had an easier time 5 years ago. Too many versions nowadays I say!
Anyways, thank you for this conversion nomkaz, as well as keeping it updated like this. Took me a while to get it working, but that's just my brain not cooperating.

  • 2 weeks later...
Posted

Thanks for keeping this up-to-date with the unofficial patches.

 

I suggest a small change the next time you do a release.  I suggest matching the same load order that "Cutting Room Floor" and other mods require - make "Devious Followers - Unofficially Patched.esp" dependent only on the unofficial patch.  The "Devious Followers - Cutting Room Floor.esp" could and should depend on the "Devious Followers - Unofficially Patched.esp" patch.  Not only does that match the order of the nexus patches, those of us who don't use Cutting Room Floor (or some of the other mods) can still use your unofficial patch.

 

If anyone wants to do this themselves, pull the plugins into xEdit and run "clean masters" on them.

Posted
On 5/2/2024 at 4:12 PM, beetlebug123 said:

Interesting, I would think it shouldn't effect non devious followers.

 

I've found that Devious Follower's "remove follower" also works. It's not ideal but as if it doesn't point toward bigger problems I can live with it.

 

It's also definitely this mod. I don't have the problem on current or new games when I disable it

 

Edit: after further testing, I can dismiss a devious follower if my debts are paid off. Only non-devious followers seem to be affected

 

Here's a explanation.

 

If you pull the mod up in xEdit, we can see that the conditions on dialogue topic "DialogueFollowerDimissTopic" aka "It's time for us to part ways" are changed by DeviousFollowers.   All of the sub-topic such as "I'll head back..." have been updated.  DeviousFollowers doesn't allow followers to choose any of those responses unless the _Dflow quest is below stage 10.

 

The _Dflow quest stages and their log entries are:

  • 0) Startup with no follower
  • 1) Place Holder
  • 2) Hireling Hit
  • 3) Debug Hit
  • 5) Shutdown
  • 9) Payoff
  • 10) Greet
  • 40) In Debt
  • 98) d [ not a typo; log entry is a single letter ]
  • 99 Activator for enslavement
  • 100) Abusive follower
  • 101) [ no log entry ]
  • 110) Collar
  • 150) Owned with Other Device
  • 200) Games
  • 201) Returning to main script
  • 300) [ no log entry ]
  • 400) [ no log entry ]
  • 500) [ no log entry ]
  • 600) [ no log entry ]
  • 1000) Waiting for follower
  • 1337) k
  • 1338) 1
  •  

So, it looks like non-devious followers should be dismissible if your debt is paid off and you're not involved in any games or punishments?

 

You can find your current stage by opening the console and using the command: getstage _Dflow

 

Posted (edited)
1 hour ago, Arcane Wanderer said:

 

Here's a explanation.

 

If you pull the mod up in xEdit, we can see that the conditions on dialogue topic "DialogueFollowerDimissTopic" aka "It's time for us to part ways" are changed by DeviousFollowers.   All of the sub-topic such as "I'll head back..." have been updated.  DeviousFollowers doesn't allow followers to choose any of those responses unless the _Dflow quest is below stage 10.

 

[ snipped ]

 

So, it looks like non-devious followers should be dismissible if your debt is paid off and you're not involved in any games or punishments?

 

You can find your current stage by opening the console and using the command: getstage _Dflow

 

 

 

I'm guessing it wouldn't be too hard to improve this.   One way would be to create a new global variable (or magic effect) that tracks both the current quest stage and whether or not the relevant follower is deviousThen change all the conditions to check for the new variable or effect instead of checking the quest stage.

 

EDIT:

 

After a brief look through the code, it appears that perhaps a condition could be added to each dialogue to use GetFactionRank on the follower to see if they are not in the _DMaster faction.  The quest stage condition could be "ored" to the new faction condition.

Edited by Arcane Wanderer
Posted
9 hours ago, Allen Harris said:

Why am I getting these missing master warnings? They're not in the requirements listed for the mod. Can they be ignored?

These are patches that are getting 1 or more other mods to work together with DF and therefore do require both/all the mods. If you only have DF, then you don't need the patch. Since they are patches and not the main mod, then they won't be listed as requirements.

  • 2 weeks later...
Posted

I have a question... does this mod work kind of like PSE (player slave encounters) for Oblivion? Does it Turn every follower into a "devious follower"? Or only select followers?

 

How I'm hoping this mod works... I can have my normal follower let's say Lydia and she is normal... but then I get sent to simple slavery and sold to a devious follower now I am owned by a master as I adventure with my devious "follower"?

  • 1 month later...
Posted

I don't know even which keywords I'm supposed to use to search for this problem, so I'll just ask. My game's crashing, when I try to buy myself out of slavery from follower, and I don't know any workaround. Any advice?

Posted
On 2/6/2020 at 10:40 PM, nomkaz said:

Check out @ponzipyramid's  Devious Followers Redux! It looks to be a serious upgrade!

 

I can't seem to access this thread, even though it looks like it's still up (still shows up in ponzipyramid's profile). Anyone know what the issue might be?

 

Playing Dragon's Dogma 2 as a support mage has kinda re-awakened the thirst for devious followers in me, but darn. Looking around it looks like I'm going to have to rebuild my entire Skyrim setup from scratch. At least I have an SSD this time round.

Posted
3 hours ago, Buridan said:

I can't seem to access this thread, even though it looks like it's still up (still shows up in ponzipyramid's profile). Anyone know what the issue might be?

You can find it here. The author had to leave, but made arrangements for his mods to either be adopted by others or listed for adoption if they weren't being maintained by a group already.

Posted

@Buridan I'm using a previous version of Devious Followers Redux and it's working. A couple of kinks (it was still a wip) but the version on the Ponzi dump page is newer. Also, I believe somebody has picked it up for further work, so keep an eye out.

  • 2 weeks later...
Posted
17 hours ago, Ar4chnid said:

Does this require AI Overhaul?

 

As far as I can tell, it's not written in the description, but DevFollowersVoiceMore.esp demands it in Vortex

 

The base mod doesn't require it, this ESP appears to be just optional integration with AI Overhaul. I've been playing without DevFollowersVoiceMore.esp on (don't have Cutting Room Floor, which this optional plugin also requires) and the mod seems to work fine.

Posted

I’ve used the DFC before and took a year off from it. Now I can’t seem to get the MCM for DFC to appear but other mods will recognise that I have DFC installed. I have tried restarting the MCM through a console command but nothing makes it appear. I am using cutting room floor but neither the Ai or SLACS mods. Any suggestions or help are greatly appreciated. 

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