_.Ainz._ Posted March 15, 2021 Posted March 15, 2021 38 minutes ago, Scrab said: What I can tell you is that solution shouldnt matter to FNIS, I cant remember reading anything about order of those blocks being important in the FNIS docs so it should be an error in Nemesis expecting this sort of structure from the FNIX.txt before i posted i made sure to see if this was occuring in FNIS and it does not. i dunno why nemesis was throwing it when it worked fine in FNIS, maybe something to do with formatting in the text document? xD 41 minutes ago, Scrab said: I still have this issue with my arrow not lining up with the bow properly. This flaw in aesthetics makes Archery Gameplay basically impossible for me in a Nemesis setup *shrugz i didnt even notice lol, i play 3rd person
_.Ainz._ Posted March 15, 2021 Posted March 15, 2021 1 hour ago, Scrab said: I still have this issue with my arrow not lining up with the bow properly. This flaw in aesthetics makes Archery Gameplay basically impossible for me in a Nemesis setup *shrugz while ingame i noticed that the right player arm is receiving motion from somewhere as you pan up and down, after launching skyrim 14 more times and turning everything off in nemesis then on again, i found out that if your Disable "Turning Animations Wont Effect Upper Body" Patch right down the bottom, it fixes the arrow sliding problem, atleast for me it did.
Scrab Posted March 15, 2021 Author Posted March 15, 2021 44 minutes ago, Azmerai said: before i posted i made sure to see if this was occuring in FNIS and it does not. i dunno why nemesis was throwing it when it worked fine in FNIS, There are still a decent lot of issues with Nemesis. Theres still a long way to go for it to be able to properly rival FNIS - even if you ignore the lack of creature support Ill edit the .txt for the next version, dont think this is worth making a Patch for it Thanks for finding that out 23 minutes ago, Azmerai said: atleast for me it did. I dont use that option but randomly enabling/disabling patches did indeed do the trick. Apparently the patch for UltimateCombat/TK Dodge also causes this issue *shrug 1
_.Ainz._ Posted March 15, 2021 Posted March 15, 2021 maybe just make a mention of it in your file post? seems only applicable to nemesis users and when i was looking for the problem, i only came across the 1 person in this thread that had the issue. do what ya godda do fam. ur mods great btw :3
ShalaxiHelbane Posted March 15, 2021 Posted March 15, 2021 I did a a couple of searches for Sanguine and SD+ on this topic but didn't see a definitive answer. Is this compatible or known incompatible with SD+? I'm loving what I have read of this so far.
unwashed biomass Posted March 15, 2021 Posted March 15, 2021 Hi. Should i try to completelly remove previous version (which had tose issues of NA on relationsship, etc) and nuking save with FallrimTools - but just how safe it would be for my (quite advanced) playthrough, and install fresh new verion instead. I beg for some poiters now.
Azurawhisperer Posted March 16, 2021 Posted March 16, 2021 Question about followers: I use NFF follower extension. I see this mod focuses on one follower at a time. If I were to dismiss follower A, then have follower B come with me, will the progress of follower A 1. stay recorded with that follower and 2. be saved vs erased? As for follower B, have its own progress log? Having an idea about this mod. It's very unique. No, it's the most unique since Dialogues first came out back in LE era.
Shep67 Posted March 16, 2021 Posted March 16, 2021 23 hours ago, Scrab said: I have to admit I have no clue about Nemesis or its troubles or how to troubleshoot them. I still have this issue with my arrow not lining up with the bow properly. This flaw in aesthetics makes Archery Gameplay basically impossible for me in a Nemesis setup *shrugz What I can tell you is that solution shouldnt matter to FNIS, I cant remember reading anything about order of those blocks being important in the FNIS docs so it should be an error in Nemesis expecting this sort of structure from the FNIX.txt What LE players need is the behavior.hkx, the .xml is just a temp file used by fnis to create this hkx If you want to do LE users a Favor you better post the entire meshes folder here I know normaly i had to edit the meshes. But i am an absolute newbe to this. Tried to install Blender with netimerse plugin but i fail. (Grrrrr) Sorry i have only the behavior file : FNIS_JoyfulFollowers_Behavior.hkx 1
Scrab Posted March 16, 2021 Author Posted March 16, 2021 13 hours ago, HUKyBZ6672Th7Jn said: Is this compatible or known incompatible with SD+? Is there a mod that doesnt conflict with SD+s design in some way? As with all follower mods, it can happen that Events in thid mod trigger while there are Events in other mods going on, other than that not really 12 hours ago, unwashed biomass said: Should i try to completelly remove previous version (which had tose issues of NA on relationsship, etc) and nuking save with FallrimTools If you are pre B3, yes. Make sure to dismiss your follower first Doing that is as save as it is with any other mod too. Every Update like that has a chance of corrupting savefiles so make sure to have a backup 6 hours ago, Azurawhisperer said: If I were to dismiss follower A, then have follower B come with me, will the progress of follower A 1. stay recorded with that follower and 2. be saved vs erased? As for follower B, have its own progress log? There is currently no such thing as a progress log for individual followers There are a few instances where Id like to keep track of such things and its definetly on my todo but its low priority right now. Im main goal right now is to get out of this "make a clean save with every update"-phase first, meaning getting the systems that are required to properly expand the mod with little to no limitations Were getting fairly close to this goal too. I have 8 (yes eight) new Events planned for B4 and all of them can be just put on top of the current frame which is exactly where I want to be 1 hour ago, Shep67 said: Sorry i have only the behavior file Thats good enough, I should be able to release a LE version myself with this (an untested one but still..) 1
Scrab Posted March 16, 2021 Author Posted March 16, 2021 Joyful Followers B3.2 LE Joyful Followers B3.2 LE.7z Deviously Joyful should work as is in LE Obviously both is untested. Im just going by what Ive heard thus far and convert it blind The FNIS.txt has been adjusted to work with Nemesis based on Azmerais discovery behavior.hkx from Shep67 2
ShalaxiHelbane Posted March 16, 2021 Posted March 16, 2021 Quote Is there a mod that doesn't conflict with SD+s design in some way? Yeah, that's probably a fair point. Quote Im main goal right now is to get out of this "make a clean save with every update"-phase first, meaning getting the systems that are required to properly expand the mod with little to no limitations Definitely a good focus. Building on things where the possibility for expansion wasn't planned quickly becomes a nightmare. 1
Azurawhisperer Posted March 16, 2021 Posted March 16, 2021 13 hours ago, Scrab said: Is there a mod that doesnt conflict with SD+s design in some way? As with all follower mods, it can happen that Events in thid mod trigger while there are Events in other mods going on, other than that not really If you are pre B3, yes. Make sure to dismiss your follower first Doing that is as save as it is with any other mod too. Every Update like that has a chance of corrupting savefiles so make sure to have a backup There is currently no such thing as a progress log for individual followers There are a few instances where Id like to keep track of such things and its definetly on my todo but its low priority right now. Im main goal right now is to get out of this "make a clean save with every update"-phase first, meaning getting the systems that are required to properly expand the mod with little to no limitations Were getting fairly close to this goal too. I have 8 (yes eight) new Events planned for B4 and all of them can be just put on top of the current frame which is exactly where I want to be Thats good enough, I should be able to release a LE version myself with this (an untested one but still..) sounds like a great game plan. Take your time too. I know you may say “I am, don’t need to remind me.” But really, take your time. It’s your craft. You’re sharing it for free. And I’m grateful for a such project to exist publicly ? 2
Rayniks Posted March 17, 2021 Posted March 17, 2021 Hi. I get some bug in this mod. Jenassa(follower) approach to me and says: "Hey... uh.." and nothings happen, then after few seconds same situation and so indefinitely. How to fix that?( P.S. Sorry for bad english.
Malamana Posted March 18, 2021 Posted March 18, 2021 I'd just like to say that I really look forward to this type of follower mod that allows (and doesn't limit) how you play the actual game. Kudos. It seems way more appropriate for the types of followers I keep who don't necessarily want to own the player as much as mess with them/have fun (e.g., Rumarin). A question: Is there an explanation for what the Joyful Followers download does vs. the Deviously Joyful one? I didn't see one on the front page but I might be blind. I have DD, but would I be missing out on a lot if I stuck with the non-DD content for JF?
Scrab Posted March 18, 2021 Author Posted March 18, 2021 23 hours ago, Rayniks said: "Hey... uh.." and nothings happen, then after few seconds same situation and so indefinitely. How to fix that?( I actually thought I already fixed that in the last version. I did fix that in my last version, did you update properly? 10 minutes ago, ZoeMememu said: A question: Is there an explanation for what the Joyful Followers download does vs. the Deviously Joyful one? I didn't see one on the front page but I might be blind. I have DD, but would I be missing out on a lot if I stuck with the non-DD content for JF? In the future, JF will have the ability to act as a Framework for other mods to add their own Events to JFs own Event Pool DJf has two purposes: 1) Testing JFs Framework functionality by adding new Events to JFs Pool that are all utilizing DD 2) A compatibility patch between JF & DD. Latter isnt really an issue right now as the only Item that DD shouldnt be allowed to remove is a necklace but with B4 this might be somewhat important as neither of us wants DD to tie up your hands while youre playing through a challenge that forces you to wear a weapon at all times - or JF to start a challenge that wants you to clear a dungeon exclusively with shouts while youre wearing a gag 2
Joleg Posted March 24, 2021 Posted March 24, 2021 Hello! Just wanted to report (I am not sure if it has been reported earlier) a seeming incompatability with Subissmive Lola. The drinking contest event (perhaps others) are triggered in place of the Submissive Lola events 100% of the time. That is, when using Submissive Lola, whenever your mistress/master "Beckons you" or if you "Offer your services to your mistress/master", they always ask you to participate in a drinking contest. I have found that rapidly exiting out of the conversation using TAB and then interracting with them again sometimes triggers the intended Submissive Lola interaction, but that is not a certainty. I hope there's some easy fix to this, else this may be an incompatability.
Hex Bolt Posted March 24, 2021 Posted March 24, 2021 5 hours ago, Joleg said: when using Submissive Lola, whenever your mistress/master "Beckons you" or if you "Offer your services to your mistress/master", they always ask you to participate in a drinking contest. If you're using the original Sub Lola (or the old SE port), those use a single general-purpose force greeting package that can trigger blocking dialog from other mods, if the topics in those other mods don't have condition checking to restrict them to only running when they should. The newer Submissive Lola: The Resubmission has targeted force greeting packages that should cause the follower to only speak the intended dialog. Each package has a specific Topic Ref. If Joyful Followers doesn't have conditions on its blocking dialog (I haven't looked), that could be an easy and worthwhile change, an extra layer of protection, to help reduce problems from any mod that uses an untargeted force greeting.
Scrab Posted March 24, 2021 Author Posted March 24, 2021 1 hour ago, HexBolt8 said: If Joyful Followers doesn't have conditions on its blocking dialog The Dialogue for the branch which introduces this Dialogue isnt a blocking branch but a normal one. The entire Quest that holds this Drinking Event has no blocking Dialogue and the forcegreet that triggers this Dialogue is only initialized once through a Scene through the Story Manager which has a 48h Cooldown before reappearing
Keegan van Sloppenstein Posted March 26, 2021 Posted March 26, 2021 On 3/18/2021 at 4:05 PM, Scrab said: On 3/17/2021 at 3:58 PM, Rayniks said: "Hey... uh.." and nothings happen, then after few seconds same situation and so indefinitely. How to fix that?( I actually thought I already fixed that in the last version. I did fix that in my last version, did you update properly? I get the same thing. Absolutely nothing in any log so can't be of debugging assistance, sorry. Started happening when starting the college questline: Taking classes with Tolfdir involves a few forcegreets, and the "hey..uh.." started in the middle of a forcegreet by Tolfdir. And now it keeps happening whenever i take a few steps away and the JF catches up. ... Oh how I wish to apply "shut. up." to the JF right now... now if this was a thing... Got another small issue to report. I had started a drinking event at some point and the JF doesn't seem to get out of the drunk status. Starting a new event works, but i take one drink and then the JF gives up immediately. Always. Looks like some counter it's reset properly. I vaguely remember there was a 'hey lets move to the bed' section in the dialogue but that doesn't appear at all (I'm at 4/5 affection). What about if the JF is super drunk AND horny they'll just go "can we just quit the drinking, i need you to do something else already" eventually. Some more ideas for content out of the blue. Purely meant as inspiration: - Share skooma (JF sees you'r carrying some. Could integrate with other mods?). Could lead to similar events as when drunk. Maybe more extreme. - Snarky comment when trying too hard to get the JF drunk - Possibility to spike their drink. Or the JF spiking YOUR drink? With what? Skooma? A bit of paralysis potion? (hold still now while i have my fun!) - Can ask follower for some gold, but they may want more back later, or a favor from you. And if you can't pay, YOU PAY. Also, keep track of the gold the JF earned so far, to be tapped into. - Follower tells when they have a (cross)bow and are out of arrows/bolts, if you still have enough (> 200 or so), and point out they need resupply. (best with MCM toggle) Probably best implemented as a remark when initiating conversation. - follower tells when they are wearing a weapon/armor they are not skilled in and request something else instead - Situational comments or light favor requests that may be denied/ognored or, when handled accodingly, increase affection, like: --- if fav. gem known and you happen to carry more than 1 or 2: Ohhh you have shiny. I want it. --- arrows/bolts/potions/items as said previously --- borrow some of your weapons/armor for some time if their skill with said weapon is high ("This is a nice bow."). And later: "Mind making one for me?" --- naughty if they have been horny for too long (also applies in reverse, if the JF sees you horny for too long they might comment on it and may want to help you out of misery. not sure how to best implement this, poll arousal periodically and increase counter if it's above threshold, reset counter if it's not, and when that counter goes too high, act accordingly. maybe only in safe places.) - Dialog option to ask them what they think (based on affection and other factors you're tracking in the mod. As an immersive way to check those stats and get a general idea. Kinda Inigo-style stats assessment light, not for vanilla stats but for the things your mod tracks.) Have you considered some sort of revenge mechanic? Just ignoring you for some time is fine, but rather passive. Revenge = you've done something they dislike and will get you for it. eventually. when you least expect it. low affection -> just mean, high affection: maybe forgiving/kinky. Evil idea @ low affection: Drinking event, but your drink is poisoned. Now you better clear your debt fast and convince the JF that you're worth keeping alive! (Yes i like non-standard game overs) </rambling>
Scrab Posted March 26, 2021 Author Posted March 26, 2021 3 hours ago, the0fromnexus said: I get the same thing. Absolutely nothing in any log That really sounds like a forcegreet is firing when it shouldnt but its really weird That line is only used in Follower Leave Dialogue but Im fairly sure I already went over that for B3.. Ill go over it again, not sure why that is. trying to make a Hotfix for it 3 hours ago, the0fromnexus said: Oh how I wish to apply "shut. up." to the JF right now... now if this was a thing... Im actually somewhat scared to make Gag Events for Followers, thered be one but I fear it might break Folower Gameplay? Not sure how gags interact with Followers 3 hours ago, the0fromnexus said: I vaguely remember there was a 'hey lets move to the bed' section in the dialogue I dont think I ever made an Event like that. Theres is a "lets head home" minievent which can play after OnHit and I plan on reusing that Event for a quick recall out of a Dungeon but you were never able to manually trigger that through Dialogue 3 hours ago, the0fromnexus said: Share skooma (JF sees you'r carrying some. Could integrate with other mods?). Could lead to similar events as when drunk. Maybe more extreme I dont want to introduce things like that without giving a reason to why the JF would ask for that Id either have to make the JF an addict when you first meet them or create an Event to introduce Addiction, I dont think I can just look for other mods if they are addicted? Does Skooma Whore track addiction of NPCs? (Never used that mod but I believe its the only one in that direction which would be worth hooking into?) I would probably do both, like make a 5% chance that a Follower is an addict or so but I dont want to introduce it without an corresponding Intro Event Also I have no clue how Addiction works in Skyrim. Might be good to make something unique but tbh, I have no clue where I would even start with that 3 hours ago, the0fromnexus said: Snarky comment when trying too hard to get the JF drunk Me no understand 3 hours ago, the0fromnexus said: Possibility to spike their drink. Or the JF spiking YOUR drink? With what? Skooma? A bit of paralysis potion? (hold still now while i have my fun!) Wont be happening in the current Drinking Event but in a new Event for Night at an Inn perhaps Ill check if you got any Potions with you and if so, let you exchange a drink with your Follower. Note sure how exactly Id do that, like if its only 1 round or multiple but in an Event like that Id be able to introduce that sort of thing quite easily, yes 3 hours ago, the0fromnexus said: Revenge = you've done something they dislike and will get you for it. eventually. when you least expect it. low affection -> just mean, high affection: maybe forgiving/kinky. Thats what mental is for The Guard Event I introduced in B3 is supposed to be something like that 3 hours ago, the0fromnexus said: Now you better clear your debt fast and convince the JF that you're worth keeping alive! (Yes i like non-standard game overs) 1) Debt wont ever hook deeply into this mod 2) Im not going to quote the entire post but "the JF is considered a close friend that would never put you any actual, life threatening harm on purpose" I want to do some .. very extreme.. Events at one point. ..but even in those Events, I wont do anything that literally kills the Player (on purpose). JF is just not the mod for that sorta thing
MissMata Posted March 27, 2021 Posted March 27, 2021 with the sitw event, after the doggy stage nothing happens. might be a bug?
Scrab Posted March 29, 2021 Author Posted March 29, 2021 On 3/27/2021 at 8:49 AM, MissMata said: fter the doggy stage nothing happens Which doggy stage? After the Scene? before the Scene? the collar one? the one I cant think of rn?
MissMata Posted March 30, 2021 Posted March 30, 2021 2 hours ago, Scrab said: Which doggy stage? After the Scene? before the Scene? the collar one? the one I cant think of rn? after the scene, before the collar
Clockwinding Posted April 2, 2021 Posted April 2, 2021 Hello, i'm currently playing on a fresh game install, with the 3.2 JF for LE from your post +DDJF from the download page. The mod's great, and i'd like to report a couple of bugs so it can get even better in the future \[T]/ -the follower is more and more drunk, and it accumulates in-between events instead of resetting... so after two or three drinking contests, it's an automatic win for the player on the very first drink! -the follower is looking at DDs on herself instead of on the player? Whatever i wear she says "but you're wearing nothing", but when the follower is the one wearing DDs then she has the appropriate dialogue (even though i the player is wearing nothing!). So, it's basically impossible to get help with DDs from your follower unless they're wearing the same exact piece, and it is not some wrist restraint... -when the punishment time for doggy collar is over, i only get the "we still have a room rented in an inn, right? when we get there, promise!" line, wherever i am. I tried going back home, nothing; rent a room in an inn, get out/come back, nothing; sleep the night in rented room/home, nothing. using sqs ans sqv in console, Quest has stage 0 and 10 checked, gameover_var = true, gametime_var = 0, timetoextend_var = 0. How do i console my way out of this without breaking stuff? I'll just deactivate that punishment game in the future >.< Joyfully waiting for the next iteration of the mod! edit: third bullet point
Scrab Posted April 2, 2021 Author Posted April 2, 2021 Joyful Followers B3.3 Giving the Player multiple presents at once is now properly Supported and will grant Affection for each Item rather than only the first one Fixed an issue with the drinking Contest Event not resetting properly Fixed an issue with SitW becoming stuck in its Doggy Event Path Fixed an issue causing the Dog Collar Punishment to be incompletable DJf: Fixed an issue disallowing the Follower to unequip any Devices that the Follower isnt also wearing I really tried finding an issue with this mysterious "Hey.. uh.." Dialogue but I cant find any instance where this would cause issues. I have to look into this some more Knowing how exactly it triggers would help alot though 3
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