(\x.x x) (\x.x x) Posted July 7, 2023 Posted July 7, 2023 6 hours ago, johnhamm said: Thanks for the addon, it works pretty well and I haven't noticed anything unstable about it. How did you get the .psc file? I've been wanting to get into editing mods to make them do what I want but I can't figure out how to get .psc from a .pex, or how to compile it again after that. I was hoping to edit this mod to recognise bounties from the bounty quests redone mod but I'm not sure where to start Either the psc file is provided by the mod author, or you have to use https://www.nexusmods.com/skyrim/mods/35307/
Mushano Posted July 9, 2023 Posted July 9, 2023 (edited) On 7/6/2023 at 10:37 PM, johnhamm said: Thanks for the addon, it works pretty well and I haven't noticed anything unstable about it. How did you get the .psc file? I've been wanting to get into editing mods to make them do what I want but I can't figure out how to get .psc from a .pex, or how to compile it again after that. I was hoping to edit this mod to recognise bounties from the bounty quests redone mod but I'm not sure where to start It depends on the author of the mod if they include the source files for their work or not. In this case, LazyGirl did include the source files so I was able to modify them and recompile them using Papyrus Compiler. Follower Slavery Mod was also created in such a way that you could push events to it from another mod. From what I can see about Bounty Quests Redone, there are a ton of scripts involved. It doesn't touch the vanilla bounties unless you use a toggle, so unfortunately FGT would probably not do anything by itself because FGT just pulls from the vanilla bounty list. It might take a lot of work to find out what script does what before you can modify it and try to add it to FGT. Also, I updated the script. It was slightly broken. Since I didn't add them to the prisoner faction they kept going on trips even though they were "captured". Edited July 9, 2023 by Mushano
johnhamm Posted July 9, 2023 Posted July 9, 2023 (edited) 48 minutes ago, Mushano said: It depends on the author of the mod if they include the source files for their work or not. In this case, LazyGirl did include the source files so I was able to modify them and recompile them using Papyrus Compiler. Follower Slavery Mod was also created in such a way that you could push events to it from another mod. From what I can see about Bounty Quests Redone, there are a ton of scripts involved. It doesn't touch the vanilla bounties unless you use a toggle, so unfortunately FGT would probably not do anything by itself because FGT just pulls from the vanilla bounty list. It might take a lot of work to find out what script does what before you can modify it and try to add it to FGT. Also, I updated the script. It was slightly broken. Since I didn't add them to the prisoner faction they kept going on trips even though they were "captured". Ah ok, I thought it might be as simple as adding some quest IDs to a list, but after seeing how BQR works in game I can tell its more complicated than that. I had noticed the follower prisoner trip bug after playing with it for awhile because I've been manually stopping their trips after they get enslaved, but they were often just walking around somewhere randomly still. I had been doing that so another follower on a trip would try the bounty quest when the first one gets captured, because otherwise it considers the captured follower as still taking the bounty quest. I also noticed a bug at one point where a follower was constantly accepting a bounty quest, walking out of the city, then abandoning it and walking back in on a loop. That sounds more like it was just a flaw in the original mod though. Thanks for the patch though! Loving it in action, but now I have to see if I can find some way around the 6 slave cap for FSM lol. I haven't tested it yet, but do you think there's a chance that the prisoner faction could interfere with the selling slaves feature from FSM? Edited July 9, 2023 by johnhamm
Mushano Posted July 9, 2023 Posted July 9, 2023 15 minutes ago, johnhamm said: Ah ok, I thought it might be as simple as adding some quest IDs to a list, but after seeing how BQR works in game I can tell its more complicated than that. I had noticed the follower prisoner trip bug after playing with it for awhile because I've been manually stopping their trips after they get enslaved, but they were often just walking around somewhere randomly still. I had been doing that so another follower on a trip would try the bounty quest when the first one gets captured, because otherwise it considers the captured follower as still taking the bounty quest. I also noticed a bug at one point where a follower was constantly accepting a bounty quest, walking out of the city, then abandoning it and walking back in on a loop. That sounds more like it was just a flaw in the original mod though. Thanks for the patch though! Loving it in action, but now I have to see if I can find some way around the 6 slave cap for FSM lol. I haven't tested it yet, but do you think there's a chance that the prisoner faction could interfere with the selling slaves feature from FSM? Yeah, I noticed that bug too. I think it was always a possibility in the vanilla FGT that never got fixed. I just dismissed them and had the follower try again to fix it. The 6 slave cap thing is something encoded into FSM and it would take a lot of work to extend. There's a hidden quest every time a follower gets enslaved and they get assigned a certain AI package from 1-6 to ensure they follow the correct master. They also have 4 distinct behaviours, so there's actually 4x6=24 different AI packages in FSM. Extending the 6 slave limit would require making 4 more AI packages for each additional slave. I'm sure there's also more that I'm forgetting to just get one slave involved. In general, it's not something trivial to do so that's why Bane Master probably just limited it to 6. FSM selling them might cause a problem... According to the original FGT script, the slave only gets released from the faction when the bounty quest is complete. Trying to think of a way to solve the issue, but it seems like removing them from FGT is the easiest option... So I'll do that... 1
johnhamm Posted July 9, 2023 Posted July 9, 2023 33 minutes ago, Mushano said: Yeah, I noticed that bug too. I think it was always a possibility in the vanilla FGT that never got fixed. I just dismissed them and had the follower try again to fix it. The 6 slave cap thing is something encoded into FSM and it would take a lot of work to extend. There's a hidden quest every time a follower gets enslaved and they get assigned a certain AI package from 1-6 to ensure they follow the correct master. They also have 4 distinct behaviours, so there's actually 4x6=24 different AI packages in FSM. Extending the 6 slave limit would require making 4 more AI packages for each additional slave. I'm sure there's also more that I'm forgetting to just get one slave involved. In general, it's not something trivial to do so that's why Bane Master probably just limited it to 6. FSM selling them might cause a problem... According to the original FGT script, the slave only gets released from the faction when the bounty quest is complete. Trying to think of a way to solve the issue, but it seems like removing them from FGT is the easiest option... So I'll do that... Just tested it out and when my follower was sold to balgruuf from a forsworn. She kept trying to run out of dragonsreach, i assume back to the forsworn, every time I TPed her to dragonsreach
ni1by2 Posted July 14, 2023 Posted July 14, 2023 On 7/9/2023 at 8:19 PM, Mushano said: Yeah, I noticed that bug too. I think it was always a possibility in the vanilla FGT that never got fixed. I just dismissed them and had the follower try again to fix it. The 6 slave cap thing is something encoded into FSM and it would take a lot of work to extend. There's a hidden quest every time a follower gets enslaved and they get assigned a certain AI package from 1-6 to ensure they follow the correct master. They also have 4 distinct behaviours, so there's actually 4x6=24 different AI packages in FSM. Extending the 6 slave limit would require making 4 more AI packages for each additional slave. I'm sure there's also more that I'm forgetting to just get one slave involved. In general, it's not something trivial to do so that's why Bane Master probably just limited it to 6. FSM selling them might cause a problem... According to the original FGT script, the slave only gets released from the faction when the bounty quest is complete. Trying to think of a way to solve the issue, but it seems like removing them from FGT is the easiest option... So I'll do that... Awesome, gonna go and download the updated scripts now. Much appreciated. Any chance you could look into integrating FSM with Yamete Kudasai / Acheron? It's one of the newer defeat mods, and the least buggy of the lot. Would be hugely appreciated if possible, but no worries if not - the update to FGT is plenty.
Mushano Posted July 14, 2023 Posted July 14, 2023 4 hours ago, ni1by2 said: Awesome, gonna go and download the updated scripts now. Much appreciated. Any chance you could look into integrating FSM with Yamete Kudasai / Acheron? It's one of the newer defeat mods, and the least buggy of the lot. Would be hugely appreciated if possible, but no worries if not - the update to FGT is plenty. I thought Yamete Kudasai alraedy had a FSM plugin? That's what I remember anyway... Maybe it was the redux version? About Acheron, seems to have integrated FSM along with Acheron in it, so perhaps that would be the best route for Acheron. 1
johnhamm Posted August 14, 2023 Posted August 14, 2023 (edited) My followers have stopped taking bounties unless I cancel their trips, recruit them, send them on a trip, and then part ways. Then they will do one bounty, but if I want another after that I have to repeat the process. If they fail the bounty and get captured no other followers on trips will attempt it after that. They used to work properly but stopped at some point, is there a way to restart the mod with console? There are a bunch of quests associated with the mod so I'm afraid of touching any of them without knowing how it works. I've tried the reset button in MCM but it didn't fix the issue Edited August 14, 2023 by johnhamm
Falloutersexy Posted August 16, 2023 Posted August 16, 2023 What happens if we send an npc on a mission and then follow them from behind?
Mushano Posted August 19, 2023 Posted August 19, 2023 On 8/14/2023 at 6:52 AM, johnhamm said: My followers have stopped taking bounties unless I cancel their trips, recruit them, send them on a trip, and then part ways. Then they will do one bounty, but if I want another after that I have to repeat the process. If they fail the bounty and get captured no other followers on trips will attempt it after that. They used to work properly but stopped at some point, is there a way to restart the mod with console? There are a bunch of quests associated with the mod so I'm afraid of touching any of them without knowing how it works. I've tried the reset button in MCM but it didn't fix the issue Hmm... I'm honestly not sure, but I tried to fix a possible issue with it, so maybe this updated one will help? FGTBountyQuestActor.pex fgtbountyquestactor.psc 1
johnhamm Posted August 20, 2023 Posted August 20, 2023 6 hours ago, Mushano said: Hmm... I'm honestly not sure, but I tried to fix a possible issue with it, so maybe this updated one will help? FGTBountyQuestActor.pex 8.88 kB · 1 download fgtbountyquestactor.psc 6.84 kB · 0 downloads Thanks for trying, youre practically the unofficial mod dev at this point lol. I'll test this out, but one thing I completely forgot to mention about that issue was that after that one bounty they would do after the reset it would say " has taken on a bounty", as in the regular message but with a blank space where the name of the follower should be. Maybe it thought that there was a follower that didn't actually exist? I did uninstall, clean, and reinstall the mod which got rid of that problem already, but I wouldn't be surprised if it came back
Azrael00 Posted October 8, 2023 Posted October 8, 2023 (edited) That's really amazing mod Can I make a request? Right now we can just send 24 followers to a trip Is it possible to increase this number limit to 100? 200? or even more? (i'm not kidding). I have a follower army and i'd like to send all to a trip ? I know a little about programming, so I could perhaps make a patch myself to increase the number. Even so, I would need the help of mod creator @LazyGirl to at least show me the way how to do it My second request would be add a option to send all current followers to a trip (without having to talk to each of them) Suppose that through the Nether Framework mod you have 10 followers. Using an option "Send all followers to a trip" would activate it for all of them. Edited October 8, 2023 by Azrael00 1
phobos33 Posted January 12, 2024 Posted January 12, 2024 On 2/1/2021 at 5:52 AM, DonQuiWho said: Thanks. Good to know 🙂 Will the followers make a trip to a custom map added by another mod or is it only main map only? Do tell me if I can edit ro make changes
DonQuiWho Posted January 12, 2024 Posted January 12, 2024 3 hours ago, phobos33 said: Will the followers make a trip to a custom map added by another mod or is it only main map only? Do tell me if I can edit ro make changes That's a long time ago, and a while since I used this mod. I honestly don't know/can't remember what happens in the circs you describe Sorry not to be able to be more helpful DQW 1
phobos33 Posted January 12, 2024 Posted January 12, 2024 1 hour ago, DonQuiWho said: That's a long time ago, and a while since I used this mod. I honestly don't know/can't remember what happens in the circs you describe Sorry not to be able to be more helpful DQW No problem. Thanks for the response
phobos33 Posted January 12, 2024 Posted January 12, 2024 2 hours ago, DonQuiWho said: That's a long time ago, and a while since I used this mod. I honestly don't know/can't remember what happens in the circs you describe Sorry not to be able to be more helpful DQW Do you happen to know a mod in which I can send my follower or any npc to assassinate another npc on any part of the map through combat and not one hit kill?
DonQuiWho Posted January 12, 2024 Posted January 12, 2024 1 hour ago, phobos33 said: Do you happen to know a mod in which I can send my follower or any npc to assassinate another npc on any part of the map through combat and not one hit kill? Sorry, but no .... DQW
Wastelanddom Posted January 19, 2024 Posted January 19, 2024 On 8/19/2023 at 10:22 PM, Mushano said: Hmm... I'm honestly not sure, but I tried to fix a possible issue with it, so maybe this updated one will help? FGTBountyQuestActor.pex 8.88 kB · 63 downloads fgtbountyquestactor.psc 6.84 kB · 43 downloads Just tried this patch and unfortunately still getting the bounty loop (follower gets captured, enslaved, leaves bounty, then starts up the bounty again), not sure if its something on my end or if the problem has just persisted in the patch. Has anyone else had any luck?
trgdolors Posted March 29, 2024 Posted March 29, 2024 I love this mod, and I have had some fun testing it. It is pretty cool to come across a follower fighting someone on the road, or they show up out of the blue to help you. I even once had a bounty quest that got stuck/broken (it was Missives or The Notice Board SE, can't remember). So I sent some followers to go do it and it took a long time, but the quest eventually got completed! But I have a question: If we have our followers going out doing stuff, does that take away things we may want to do ourselves? Will the follower clear some place that we may want to clear? Or kill somebody we may want to fight ourselves? 1
Castoli Posted July 25, 2024 Posted July 25, 2024 (edited) the simple defeat patch does not work for me, it's been almost 2 ( ingame ) months and none of my 7 followers were once captured Edited July 25, 2024 by Castoli
ofenbackfisch Posted August 20, 2024 Posted August 20, 2024 I just made a patch that i think fixed the problems whit the Bounty Quest looping and further compatibility with FSM 3
juanitoperez Posted August 24, 2024 Posted August 24, 2024 On 3/28/2024 at 7:42 PM, trgdolors said: Will the follower clear some place that we may want to clear? Or kill somebody we may want to fight ourselves? Did you ever find out? 1
trgdolors Posted August 24, 2024 Posted August 24, 2024 No, I never did get an answer. It has been one of the reasons I have been hesitant to use this mod much. I am concerned that followers may go and finish fun parts of the game for me. I could not figure out how to... figure out if that happens. Other than that seemingly obvious question, this mod seems to work and is really cool.
Luminati-Reborn Posted December 8, 2024 Posted December 8, 2024 Just want to start by saying I love the concept of this mod because i was tired of my followers just standing around doing nothing. However I have noticed a couple bugs that haven't been answered in this thread so I wanted to ask them in hope of someone helping me out. When my follower is captured and are paraded around there is either a couple of outcomes: 1) They are paraded around by two bandits but their clothes are glitching and just show a blank body, not even naked. 2) They are still fighting the bandits that they were captured by but with no body and their hands are tied with their weapons in hand, but it still says they are captured so why keep fighting? 3) The teleport to them button does not work anymore LOL. If anyone has solutions so these please reply because I was struggling trying to figure it out, as I have ran BodySlide and FNIS multiple times as well as tried to mess with the MCM.
Durante Posted December 28, 2024 Posted December 28, 2024 (edited) I'm not seeing notifications of NPC's accepting bounties Edited December 29, 2024 by Durante
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