AlyssaAwoo Posted November 29, 2020 Posted November 29, 2020 1 hour ago, Scrab said: Get the Pet Collar through AddItemMenu, equipping it should make you crawl if things work out The crawling works!! Woo ? 1
Scrab Posted November 30, 2020 Author Posted November 30, 2020 I just realized that Im fkn stupid btw (yet again) There is a.. rather annoying bug in the mod rn that resets your MCM settings whenever your follower leaves you. I will upload a hotfix for this tomorrow DD5 Patch is also about 50% done 51 minutes ago, AkiKay said: The crawling works!! Woo ? Très bien Feel free to upload that version of yours when you feel like its ready, though Id assume you want to wait for that fix first, huh. My pardon 1
Scrab Posted November 30, 2020 Author Posted November 30, 2020 I am truly unfortunate and slightly embarrassed but this version requires yet again a clean save to ensure that the MCM registers properly and doesnt get messed up with the previous one On the plus side, DD5 "patch" isnt a "patch" but part of this "new" version .. so lets just quickly get over it Joyful Followers Beta 2.2 (Its smaller than usual cause this isnt exactly a new version but since its a bit more than 2 bug fixes I didnt want to call it 2.1a) Most and foremost, JF B2.2+ requires DD5+ and isnt compatible with any version prior to it. If for whatever reason you happen to have a mod in your LO that isnt compatible with DD5, you "should" be ok to replace the script "JFDDIntegration" from this version with a previous one from B2.1. I will tell you once DD5 is mandatory MCM - Fixed a Bug which caused your MCM Settings to reset when a Joyful Follower is dismissed - Generic Punishments now let you choose a colour theme - but the device equipped is no longer random* - On Hit is now part of the "General Tab" to express its... "omnipresent design" so to speak (Good thing Im not getting paid for writing patchnotes)** - DD specific Events, Games, etcpp are now listed in their own "Devious Devices" Tab in the MCM - The "Consequences" Tab has been removed. Events inside this Tab have been moved to either the general "Event" Tab or "Devious Device" Tab*** - Key Holder MCM Tab is now locked out for Users that dont use DD (So many stars for such little patchnotes) * Im either blind or with DD5 there isnt an easy way to equip a random DD device for a specific slot anymore and I admit, Im lazy. Too lazy to write something like that my own - especially because generic punishments are anything but important to this mods current dynamic If you happen to smash your head into a wall rn because Im overlooking something really plain and obvious, feel free to smash my head into a wall instead and PM a solution ** On Hit was originally intended to be one of the bigger Events, however with its current design, its no longer meant to be looked at as an "Event" at all but more as a general feature to give more basic functionality to followers. This change was made to emphasize this decision *** I liked the idea of building the MCM around what mods you have installed, however if you compare the decently filled Consequence page of DD users to the Consequence page of non DD users.. well.. you essentially compare something with nothing And going forward, you will end up comparing "too much" with "something". So I decided to split it up altogether and give DD users their own dedicated page for DD exclusive Events.. like every other normal person does I assume DD Integration - Reworked the DD Integration for DD5+ - Chance for a Follower to fail unequipping a Device and jamming it instead has been increased from 33% to 45% - Key Hunting Equipped DDs have been changed: > Previous: Harness / Collar / Armbinder / Ring Gag / Blindfold / Arm Cuffs / Leg Cuffs > Updated: Harness / Collar / Armbinder / Ring Gag / Blindfold / Pony Boots / Tail - Generic Punishments now equip Pre Defined devices rather than random ones (I belive they were random before?) - Generic Punishments now always equip a Device (unless youre already wearing all enabled devices) - Fixed a bug that caused Generic Punishments to end early 2
AlyssaAwoo Posted November 30, 2020 Posted November 30, 2020 21 minutes ago, Scrab said: Joyful Followers Beta 2.2 *Boop* Here is Joyful Followers Beta 2.2 Legendary Edition. Hope it works because I quickly put it together again! Again, I dunno if it might destroy the universe ? Joyful Followers B2.2 LE.7z 4
MonVert Posted November 30, 2020 Posted November 30, 2020 32 minutes ago, Scrab said: eneric Punishments now let you choose a colour theme You mean I can request fuzzy pink handcuffs? ?
Leodriz Posted December 2, 2020 Posted December 2, 2020 Hi, Interesting mod, I'd like to give it a try but it makes my AFT act up "AFT warning: script missing parameter". In your discriotion you mentions a patch that should fix this but I cant find any. Can you give me a pointer?
Scrab Posted December 2, 2020 Author Posted December 2, 2020 1 hour ago, Leodriz said: Hi, JoyfulFollowers.esp Override your esp with this one. The "patch" is part of the base mod
Leodriz Posted December 3, 2020 Posted December 3, 2020 14 hours ago, Scrab said: JoyfulFollowers.esp 348.12 kB · 1 download Override your esp with this one. The "patch" is part of the base mod Yes! Thank you, that worked. Absolutely splendid.
nomkaz Posted December 4, 2020 Posted December 4, 2020 On 11/30/2020 at 1:15 PM, Scrab said: I am truly unfortunate and slightly embarrassed but this version requires yet again a clean save to ensure that the MCM registers properly and doesnt get messed up with the previous one On the plus side, DD5 "patch" isnt a "patch" but part of this "new" version .. so lets just quickly get over it Joyful Followers Beta 2.2 (Its smaller than usual cause this isnt exactly a new version but since its a bit more than 2 bug fixes I didnt want to call it 2.1a) Most and foremost, JF B2.2+ requires DD5+ and isnt compatible with any version prior to it. If for whatever reason you happen to have a mod in your LO that isnt compatible with DD5, you "should" be ok to replace the script "JFDDIntegration" from this version with a previous one from B2.1. I will tell you once DD5 is mandatory MCM - Fixed a Bug which caused your MCM Settings to reset when a Joyful Follower is dismissed - Generic Punishments now let you choose a colour theme - but the device equipped is no longer random* - On Hit is now part of the "General Tab" to express its... "omnipresent design" so to speak (Good thing Im not getting paid for writing patchnotes)** - DD specific Events, Games, etcpp are now listed in their own "Devious Devices" Tab in the MCM - The "Consequences" Tab has been removed. Events inside this Tab have been moved to either the general "Event" Tab or "Devious Device" Tab*** - Key Holder MCM Tab is now locked out for Users that dont use DD (So many stars for such little patchnotes) * Im either blind or with DD5 there isnt an easy way to equip a random DD device for a specific slot anymore and I admit, Im lazy. Too lazy to write something like that my own - especially because generic punishments are anything but important to this mods current dynamic If you happen to smash your head into a wall rn because Im overlooking something really plain and obvious, feel free to smash my head into a wall instead and PM a solution ** On Hit was originally intended to be one of the bigger Events, however with its current design, its no longer meant to be looked at as an "Event" at all but more as a general feature to give more basic functionality to followers. This change was made to emphasize this decision *** I liked the idea of building the MCM around what mods you have installed, however if you compare the decently filled Consequence page of DD users to the Consequence page of non DD users.. well.. you essentially compare something with nothing And going forward, you will end up comparing "too much" with "something". So I decided to split it up altogether and give DD users their own dedicated page for DD exclusive Events.. like every other normal person does I assume DD Integration - Reworked the DD Integration for DD5+ - Chance for a Follower to fail unequipping a Device and jamming it instead has been increased from 33% to 45% - Key Hunting Equipped DDs have been changed: > Previous: Harness / Collar / Armbinder / Ring Gag / Blindfold / Arm Cuffs / Leg Cuffs > Updated: Harness / Collar / Armbinder / Ring Gag / Blindfold / Pony Boots / Tail - Generic Punishments now equip Pre Defined devices rather than random ones (I belive they were random before?) - Generic Punishments now always equip a Device (unless youre already wearing all enabled devices) - Fixed a bug that caused Generic Punishments to end early I upgraded from vB2.1 to vB2.2 and now have 2 Joyfull Followers MCM menus. I've cleaned my save with resaver, and refreshed the MCM with the console command I have the old MCM menu, and the new one with the DD tab, but the new menu doesn't recognize that DD is installed while the "old" one without the tab does, so the new DD tab has no functionality. [edit] I just saw the "requires clean save" I would say "requires new game", given the issue I'm having. I'll keep refreshing the MCM to see if it kicks in finally, because I finished Unslaad, and would have to have to go back and start a new game. :(
Scrab Posted December 4, 2020 Author Posted December 4, 2020 28 minutes ago, nomkaz said: I upgraded from vB2.1 to vB2.2 You should be fine with a clean save Uninstall JF then load the save, wait for SkyUI to reset its MCM. Then your old JF MCM should be gone. After you made sure of that, then you clean your save. Reloading JF again should initialize only the new MCM then Im really sorry about this. Its a pretty amateurish mistake I made there that I had to fix at some point. My pardon
nomkaz Posted December 4, 2020 Posted December 4, 2020 11 minutes ago, Scrab said: You should be fine with a clean save Uninstall JF then load the save, wait for SkyUI to reset its MCM. Then your old JF MCM should be gone. After you made sure of that, then you clean your save. Reloading JF again should initialize only the new MCM then Im really sorry about this. Its a pretty amateurish mistake I made there that I had to fix it at some point. My pardon And that is a pretty basic solution that I neglected to think of and try before posting. My pardon as well. lol *Flagellates myself with a wet noodle*
AlyssaAwoo Posted December 4, 2020 Posted December 4, 2020 Not sure if this is on my LE conversion only but this mod likes to trigger before even having a follower. It shows something like " likes that". And with the follower I tried this on (Yuriana from the Nexus) it was missing a space "Yurianalikes that". I dunno if that´s only the case due to the modded follower though.
Scrab Posted December 4, 2020 Author Posted December 4, 2020 1 hour ago, AkiKay said: Not sure if this is on my LE conversion only but this mod likes to trigger before even having a follower. It shows something like " likes that". And with the follower I tried this on (Yuriana from the Nexus) it was missing a space "Yurianalikes that". I dunno if that´s only the case due to the modded follower though No thats me not being able to write a string and some other things. Ill fix it with the next release While its cool that most of the big things work its kinda sad how many trivial things I fail at 1
SaekoDovahkiir Posted December 4, 2020 Posted December 4, 2020 I've tried this mod for a bit but i keep running into an issue, i will be force greeted with (...) and then nothing happens, not sure what it is ? I've used it with a follower mod and ATF, but i don't know enough to know if that's makes any issues ?
Scrab Posted December 4, 2020 Author Posted December 4, 2020 Thats from another mod, not JF I dont ever use the line "(...)" Topics that youre not supposed to see usually have a comment like this: "(Im a comment explaining what this topic is about)" or "[JF] Fix Dialogue" AFT has no forcegreets, Im also pretty sure there would be more people complaining about this (I know for a fact that there are at least 6 more people next to you using AFT together with this mod ) Whats that other follower mod? Can you tell me your Affection, Stress, Fatigue values and some other info, like what you were doing when the forcegreets trigger? That might help to track down to see if JF is doing anything that might cause issues for other mods 1
SaekoDovahkiir Posted December 6, 2020 Posted December 6, 2020 I'm not sure about the stats since i uninstalled the follower mod since everything just kind of broke, the follower was Harribel on nexus. It happens during or after combat, after i get a force greet about hitting them, apparently, though i never did. I can see if i can recreate it the issue. I also haven't actually tried another follower with JF yet. Also thank you for replying and helping, I really like the mod description so it would be great if the issue can be found.
DJShamrock Posted December 7, 2020 Posted December 7, 2020 @Scrab. Hey Im trying this mod out and trying to understand the horse (or whatever bestiality) options. Could you please explain what I should be doing/what is supposed to happen exactly? I assumed it worked somehow in relation to pet collar, given that it integrates with horses afaik, but thus far Ive just been riding around and theres no way to engage in a dialogue obviously so what is it that is supposed to happen to trigger any kind of events? (Up to and including the player being collared)
Scrab Posted December 7, 2020 Author Posted December 7, 2020 32 minutes ago, DJShamrock said: pet collar PetCollar isnt part of JF nor managed by me thus I dont know how exactly it works Mods like that usually dont get much attention as they rarely really work as a standalone. They need a bigger mod that uses them - such as JF. I thought that mod sounds fun and is smth people would enjoy but I didnt actually play around with it too much, dont really care about NSFW content myself .. anyway, if you need help with that mod youre better of asking in the PetCollar thread, I linked it on the front page
DJShamrock Posted December 7, 2020 Posted December 7, 2020 44 minutes ago, Scrab said: PetCollar isnt part of JF nor managed by me thus I dont know how exactly it works Mods like that usually dont get much attention as they rarely really work as a standalone. They need a bigger mod that uses them - such as JF. I thought that mod sounds fun and is smth people would enjoy but I didnt actually play around with it too much, dont really care about NSFW content myself .. anyway, if you need help with that mod youre better of asking in the PetCollar thread, I linked it on the front page ... doesn't your mod use it though? Its even in the MCM, there are events that trigger getting the pet collar by followers. That's what I'm asking about. I already know how PetCollar works, that isn't at all what I'm asking. I'm also asking about horses as companions/followers in your mod. You clearly have support for them (Again, your MCM has specific settings for animals) I'm just wondering how those events are triggered for THIS mod. Thanks!
Scrab Posted December 8, 2020 Author Posted December 8, 2020 10 hours ago, DJShamrock said: ... doesn't your mod use it though? Yes but all my mod essentially does is equipping the thing for X hours/days. Thats it JF itself only has 1 Creature Event thus far and that one cannot be disabled, so the Bestiality Toggle is currently unused. This option is a "master switch" for all forced Bestiality related Events but there are none as of now
DJShamrock Posted December 8, 2020 Posted December 8, 2020 10 hours ago, Scrab said: Yes but all my mod essentially does is equipping the thing for X hours/days. Thats it JF itself only has 1 Creature Event thus far and that one cannot be disabled, so the Bestiality Toggle is currently unused. This option is a "master switch" for all forced Bestiality related Events but there are none as of now And do those events trigger? Both equipping the collar and the creature event (and can the creatures equip collar?)
Scrab Posted December 8, 2020 Author Posted December 8, 2020 17 minutes ago, DJShamrock said: And do those events trigger? Both equipping the collar and the creature event (and can the creatures equip collar?) Say what? I get the feeling were talking past each other Yes, both Events work. No, normally creatures cannot equip the collar since creatures cannot become a JF through normal means This is primarily a follower mod, meaning everything that can happen happens through a Follower
DJShamrock Posted December 12, 2020 Posted December 12, 2020 On 12/8/2020 at 1:37 PM, Scrab said: Say what? I get the feeling were talking past each other Yes, both Events work. No, normally creatures cannot equip the collar since creatures cannot become a JF through normal means This is primarily a follower mod, meaning everything that can happen happens through a Follower Sorry- 'and how* do those events trigger' is my question. You keep saying there are events and that they trigger but have yet to say how they actually trigger. I'm trying to get the bestiality and pet collar options that are enabled by your MCM to actually happen for testing but have no idea how.
Scrab Posted December 12, 2020 Author Posted December 12, 2020 1 hour ago, DJShamrock said: Sorry- 'and how* do those events trigger' is my question. You keep saying there are events and that they trigger but have yet to say how they actually trigger. I'm trying to get the bestiality and pet collar options that are enabled by your MCM to actually happen for testing but have no idea how. One is an optional ending in SitW, check the post after Beta2 patchnotes to see how to trigger that event The spoiler below is not to hide one of my essays but to hide the conditions to trigger this event (SitW stands for "Searching in the Wild") Spoiler You need a dog pet follower with you and talk with him instead of the follower This ending is an ending that Id expect no1 to ever find out about purposefully. Its one of those "hold up, since when is that thing a thing" moments. I put small events like that into the mod just because Though I warn you, this is really just an optional ending and the bestiality part isnt always there. Dont expect much, youll just end up being dissapointed. Currently, there is no actual bestiality content in this mod PetCollar is part of the Punishment Games pool. You get access to this pool through either the present feature (guess wrong) or again SitW ========================== JFs development is currently on hold and prbly wont get an update until end of the year. Im working on another project that I want to upload (hopefully till end of the year) which has priority for now (no, its not Le Pimp, sorry) I decided that once I get back to JF, I want to start working on Traitor! and Below the College; Challenges go back to the Drawingboard for now, I want to think more about how I integrate Events such as tuxagent7s suggestions to avoid another rework rampage cause things dont line up properly
DJShamrock Posted December 12, 2020 Posted December 12, 2020 22 minutes ago, Scrab said: One is an optional ending in SitW, check the post after Beta2 patchnotes to see how to trigger that event The spoiler below is not to hide one of my essays but to hide the conditions to trigger this event (SitW stands for "Searching in the Wild") Reveal hidden contents You need a dog pet follower with you and talk with him instead of the follower This ending is an ending that Id expect no1 to ever find out about purposefully. Its one of those "hold up, since when is that thing a thing" moments. I put small events like that into the mod just because Though I warn you, this is really just an optional ending and the bestiality part isnt always there. Dont expect much, youll just end up being dissapointed. Currently, there is no actual bestiality content in this mod PetCollar is part of the Punishment Games pool. You get access to this pool through either the present feature (guess wrong) or again SitW ========================== JFs development is currently on hold and prbly wont get an update until end of the year. Im working on another project that I want to upload (hopefully till end of the year) which has priority for now (no, its not Le Pimp, sorry) I decided that once I get back to JF, I want to start working on Traitor! and Below the College; Challenges go back to the Drawingboard for now, I want to think more about how I integrate Events such as tuxagent7s suggestions to avoid another rework rampage cause things dont line up properly Awesome. Thank you for the in depth explanation! (It was not super obvious from the intro mod post, nor from the MCM, hence my asking)
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