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Posted
Just now, Corysia said:

I'm seeing this as well.  And yes, I think it's another mod that's doing this.  We could compare our lists in a DM and see if we've something in common.

 

in my experience this might be mods that equip ANYTHING to NPC, triggering their "redress" script/package.

Might be a strap on mid, fill her up or something that distributes DD items, dunno. 

Posted (edited)

For anyone else encountering this it was in fact comming from FAME. After unchecking/zeroing the following options the problem went away.  @Corysia Tagged incase you also use fame :)

InkedScreenShot0_LI.jpg

Edited by kaiteyc
Posted
6 minutes ago, Nymra said:

in my experience this might be mods that equip ANYTHING to NPC, triggering their "redress" script/package.

Might be a strap on mid, fill her up or something that distributes DD items, dunno. 

If that's right, then ones like Troubles of Heroine, which I think is the one I have that is collaring other NPCs, could also be triggering it.

Posted
6 minutes ago, kaiteyc said:

@Corysia Tagged incase you also use fame :)

I do, yes.  Or will be... rebuilding everything right now and trying to be sure all my mods are up to date now since I can now finally use the real SL and not SL Light in VR.

  • 2 weeks later...
Posted (edited)

Can only get this mod to trigger from Defeat if I use the surrender function. Otherwise the aggressor just attacks and kills me after the assault. 

Edited by imtdb
Posted
1 hour ago, imtdb said:

Can only get this mod to trigger from Defeat if I use the surrender function. Otherwise the aggressor just attacks and kills me after the assault. 

That's a question or issue for Defeat.  This mod relies on other mods to start it up.  If they don't do that, it's outside the scope of this mod.

Posted
6 minutes ago, HexBolt8 said:

That's a question or issue for Defeat.  This mod relies on other mods to start it up.  If they don't do that, it's outside the scope of this mod.

I figured it out. I had to disable essentialness via Death Alternative and enable it only through Defeat. 

  • 3 weeks later...
Posted

Hey, I've been having an issue where my char gets put into the slave market, i talk to the guy in front of the cage to trigger him to take the PC to the podium, but nothing happens afterwards. The PC is just stuck struggling on the podium and the scene doesnt go on. I read a couple pages in support about simple slavery mod here and there and saw some other people have the same issue but couldnt find a solution. Can i get some insight as to why this is happening?

i have devious devices, not devious framework, zaz, fuz re doh, raven beak prison activated in SS mcm.

Posted
1 hour ago, daddymufasa said:

Hey, I've been having an issue where my char gets put into the slave market, i talk to the guy in front of the cage to trigger him to take the PC to the podium, but nothing happens afterwards. The PC is just stuck struggling on the podium and the scene doesnt go on. I read a couple pages in support about simple slavery mod here and there and saw some other people have the same issue but couldnt find a solution. Can i get some insight as to why this is happening?

i have devious devices, not devious framework, zaz, fuz re doh, raven beak prison activated in SS mcm.

 

You downloaded the version for latest (aka AE version) Skyrim. For some reason rather than typing what version needed on Nexus download page, the uploader decided to cram that info in docx file inside the rar.

 

You need Fuz v. 1.7, anything above will not work properly.

Posted
10 hours ago, BenstonAnvil said:

 

You downloaded the version for latest (aka AE version) Skyrim. For some reason rather than typing what version needed on Nexus download page, the uploader decided to cram that info in docx file inside the rar.

 

You need Fuz v. 1.7, anything above will not work properly.

Ah yes, i redownloaded fuz too but i just did the most recent one, didnt know which one was for which version. Thanks!

 

Posted

Hi guys i have a problem simple slavery wont start. everyrhing works but when i sent to the auction it gets loading screen then the game crashes PLS HELP

Posted (edited)
1 hour ago, Tobsmalls said:

Hi guys i have a problem simple slavery wont start. everyrhing works

Obviously it doesn't

 

1 hour ago, Tobsmalls said:

but when i sent to the auction it gets loading screen then the game crashes

Taking a quick view at your Load Order it seems, that you're... uhm... how do you expect us to help? Skyrim might be a magical world, but as real Nords we don't use magic here. We need a bit more information, namely which game you're on (LE/SE/AE). Go and check first if you've installed all the required mods in their latest version (apart from Fuz-Ro-Doh of course, where you only nedd the appropriate version for your platform, not the latest) Post your LO (aka modlist) in a spoiler or as attachment, and hope that someone with the knowledge has the patience to deal with it.

 

Oh, and while I'm at it: a look in your papyrus log might help too.

Edited by CaptainJ03
Posted

small question while I finalize the Naked Defeat SS++ Scenario:

 

How are followers typically handled? I m using NFF (nethers follower thing) and when I get ported to Auction they just follow me there.

 

Now... when I come from naked defeat I could just make the followers stuck in a Scene, but I dont know how other mods that you can be sold to via SS++ handle Followers. I never did that lol.

 

When Naked Defeat sells to SS++ I can deal with it, even basically "mimic" that the Followers are sold with you.

 

But when sold TO Naked Defeat From another mod or when Sold BY Naked Defeat to another mod (both via SS++) I am a bit lost on how to deal with THAT.

Is it just customary to release the followers before sending the PC to Simple Slavery? (apart from me not knowing how to do that yet), would that be the "normal" method? 

 

thx alot.

 

Posted
30 minutes ago, Nymra said:

How are followers typically handled?

There's a basic attempt to have followers arrive outside the slave pen, but otherwise Simple Slavery takes a hands-off approach.  Many enslavement outcomes work fine with followers (some even work better with followers).  Enslavement mods that don't want a follower can handle them (if they wish) when the player is sent to that enslavement mod after the auction.

 

34 minutes ago, Nymra said:

Is it just customary to release the followers before sending the PC to Simple Slavery?

No.  I'm not aware of any mod that releases followers when sending the PC to Simple Slavery.  Personally, as a player I'd be very upset if a mod mucked with my game by dismissing a follower, since it's not unusual for my follower to be involved in a quest.

Posted
6 hours ago, HexBolt8 said:

There's a basic attempt to have followers arrive outside the slave pen, but otherwise Simple Slavery takes a hands-off approach.  Many enslavement outcomes work fine with followers (some even work better with followers).  Enslavement mods that don't want a follower can handle them (if they wish) when the player is sent to that enslavement mod after the auction.

 

No.  I'm not aware of any mod that releases followers when sending the PC to Simple Slavery.  Personally, as a player I'd be very upset if a mod mucked with my game by dismissing a follower, since it's not unusual for my follower to be involved in a quest.

 

@HexBolt8

 

POP tries to get the best of two worlds, which is take one follower along for the ride and have others 'wait'. 

That's not too bad a compromise, as it would be a complete pain to have a whole band of random participants straggling around after the player in POP's circumstances

 

But on the whole, whilst it makes sense for followers to land up in SS's auction room, if there is no obvious reason to have followers go onward from SS, and if I was asking nicely for jam on top, I'd like the option in SS, when selecting which mods I wanted as destinations, to give an additional tick to guide whether or not the outcome mod should either take the followers with the player, or leave them waiting at the auction house.  

 

I could then choose the best outcome for each mod separately, ie either having the followers with the player or not.  And retrieving them from the auction house later is pretty much a doddle, if you know what you're doing and have a decent mod like SE's 'Tag and Trace' etc in play.

 

But then, I think I said 'nicely' and 'jam' in the same sentence ?

Posted

@DonQuiWho There's another option re: followers. The user can create bat files.

I have 5 followers, one vanilla and the others with their own ai.  No follower framework is needed or installed. In the root game directory I created a .txt file for each follower: F1.txt, F2.txt, etc. (F represents name of a follower). Each files contains "PRID [RefID for follower]". I created another .txt file '2me' that contains the command "moveto player". Mostly I use them if one of them is lagging, or stuck behind an atronach, etc.

You could use them when leaving SS++ auction room. If you want them with you wherever you end up and they don't follow you, open the console and type 'bat F1' ENTER , then 'bat 2me' ENTER.

This may not be as comprehensive an option as suggested, but it won't risk SS++ breaking the intent of either the sending or receiving mods. Devious Followers Cont., for instance, if the mod sends you to slavery then the Devious Follower leaves the pc. It also may not work with certain custom followers, only those with the vanilla package.

In case Hexbolt8 decides to try the MCM toggles, you can at least use this as a workaround for now.

2 cents, fwiw.

Posted
1 hour ago, Seeker999 said:

Devious Followers Cont., for instance, if the mod sends you to slavery then the Devious Follower leaves the pc.

Are you sure?  My recollection is that DFC pauses itself when the player is sent to Simple Slavery, but the follower is not dismissed.

 

8 hours ago, DonQuiWho said:

POP tries to get the best of two worlds, which is take one follower along for the ride and have others 'wait'. 

That's not too bad a compromise, as it would be a complete pain to have a whole band of random participants straggling around after the player in POP's circumstances

Waiting is a good compromise, though (as you noted) it's hard to know if that's appropriate for each outcome without additional MCM options.  Alternatively, as with your description with POP, the receiving mod can handle followers.  As another example, Submissive Lola the Resubmission (SLTR) detects when the player goes to Simple Slavery and suspends its operations.  At the conclusion of the auction, Simple Slavery++ sends a mod event with an identifier for the destination enslavement mod.  Any mod that cares to do so can listen for the event and handle it according to the outcome.  SLTR responds by unsuspending itself and resuming normal operation if the player is set free or is sent to DFC or SLTR (your master buys you back).  Otherwise, SLTR makes the follower wait in the slave market, and displays a message that the follower will await your return.  Just an example of how mods might define their own actions without having Simple Slavery impose a one size fits all solution.

Posted
1 hour ago, HexBolt8 said:

Are you sure?  My recollection is that DFC pauses itself when the player is sent to Simple Slavery, but the follower is not dismissed.

 

Waiting is a good compromise, though (as you noted) it's hard to know if that's appropriate for each outcome without additional MCM options.  Alternatively, as with your description with POP, the receiving mod can handle followers.  As another example, Submissive Lola the Resubmission (SLTR) detects when the player goes to Simple Slavery and suspends its operations.  At the conclusion of the auction, Simple Slavery++ sends a mod event with an identifier for the destination enslavement mod.  Any mod that cares to do so can listen for the event and handle it according to the outcome.  SLTR responds by unsuspending itself and resuming normal operation if the player is set free or is sent to DFC or SLTR (your master buys you back).  Otherwise, SLTR makes the follower wait in the slave market, and displays a message that the follower will await your return.  Just an example of how mods might define their own actions without having Simple Slavery impose a one size fits all solution.

 

So does that make you ....

 

- A cut above, or

- Johanna come lately?

 

(I hope you get the intended humour ?)

 

You're quite right, though, especially for those modders following on, but for those who got their mods done before you, sometimes even retrospective appreciation of this sort of issue, let alone even the very knowledge and/or thought itself, may well be difficult 

 

But I'm not going to flog a dead horse.  You've still got some of the best thought out, AND maintained, mods out there

 

So thanks ... ?

Posted
10 hours ago, DonQuiWho said:

 

@HexBolt8

 

POP tries to get the best of two worlds, which is take one follower along for the ride and have others 'wait'. 

That's not too bad a compromise, as it would be a complete pain to have a whole band of random participants straggling around after the player in POP's circumstances

 

But on the whole, whilst it makes sense for followers to land up in SS's auction room, if there is no obvious reason to have followers go onward from SS, and if I was asking nicely for jam on top, I'd like the option in SS, when selecting which mods I wanted as destinations, to give an additional tick to guide whether or not the outcome mod should either take the followers with the player, or leave them waiting at the auction house.  

 

I could then choose the best outcome for each mod separately, ie either having the followers with the player or not.  And retrieving them from the auction house later is pretty much a doddle, if you know what you're doing and have a decent mod like SE's 'Tag and Trace' etc in play.

 

But then, I think I said 'nicely' and 'jam' in the same sentence ?

I like that idea. Yes ideally the receiving mod should deal with the followers, but many do not and in a number of cases I suspect they are abandoned anyway. Devious Cidhna for example, it's somewhere between jarring and pretty hilarious if the first mate guy from the pirates outcome gives you a rundown, threatening with you with death and abuses you all the while a fully armed follower or two stay right behind you, ready to kill him (and they can, tried that once with Serana, if you avoid getting ganged up she can handle the crew just fine by herself). So the option not to have the followers with you for selected outcomes would be a great addition.

Posted
3 hours ago, Seeker999 said:

@DonQuiWho There's another option re: followers. The user can create bat files.

I have 5 followers, one vanilla and the others with their own ai.  No follower framework is needed or installed. In the root game directory I created a .txt file for each follower: F1.txt, F2.txt, etc. (F represents name of a follower). Each files contains "PRID [RefID for follower]". I created another .txt file '2me' that contains the command "moveto player". Mostly I use them if one of them is lagging, or stuck behind an atronach, etc.

You could use them when leaving SS++ auction room. If you want them with you wherever you end up and they don't follow you, open the console and type 'bat F1' ENTER , then 'bat 2me' ENTER.

This may not be as comprehensive an option as suggested, but it won't risk SS++ breaking the intent of either the sending or receiving mods. Devious Followers Cont., for instance, if the mod sends you to slavery then the Devious Follower leaves the pc. It also may not work with certain custom followers, only those with the vanilla package.

In case Hexbolt8 decides to try the MCM toggles, you can at least use this as a workaround for now.

2 cents, fwiw.

 

Thanks for the suggestion.  I might have a further look at that. 

 

But anything, anyone, or any NPC that tries to prize iAFT and its very simple follower handling out of my load order has a propensity towards having a very nasty encounter with a humongous group of battle mages, bandits and other ne'er do wells, all hurling fireballs at a rate that will incinerate the perpetrator in milliseconds ?

 

?

 

Posted
7 hours ago, HexBolt8 said:

Are you sure?  My recollection is that DFC pauses itself when the player is sent to Simple Slavery, but the follower is not dismissed.

If my DF sells me, then they can leave my service and I get the message that they left in the upper left-hand corner of the screen. If the player is sent to SS++ by another mod - SL Defeat, for example, then that can be a different story. I suppose it might depend on the settings.

Posted
5 hours ago, Talesien said:

Devious Cidhna for example, it's somewhere between jarring and pretty hilarious if the first mate guy from the pirates outcome gives you a rundown, threatening with you with death and abuses you all the while a fully armed follower or two stay right behind you

Ha! Tell me about it! Since most of my followers have their own AI, some of them follow me to places other followers can't. Sovngarde, for instance. I just take it as an acceptable trade off since I really like these followers. When I'm at the slave auction, I could probably tell them to wait and then call them to me or console them to me when appropriate.

Posted

Is there a way to check which mod triggered Simple Slavery Plus Plus? I seem to trigger it completely out of the blue sometimes.

Posted
1 hour ago, OH1972 said:

Is there a way to check which mod triggered Simple Slavery Plus Plus?

No.

 

1 hour ago, OH1972 said:

I seem to trigger it completely out of the blue sometimes.

Probably look through the descriptions of the most recent mods that you installed.  Enslavement is a disruptive event, so the mods that do this should be clear about it in their descriptions.

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