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Posted (edited)
1 hour ago, Corsec said:

FSM should detect if my patches make HSG into followers and then they will be automatically excluded from selection, is that correct?

Yes - that's correct

 

1 hour ago, Corsec said:

There are 27 new masters in total.

 

Here's all my additions packed together.

Thanks! - I think the wandering Slavers should be a great addition

 

1 hour ago, Anunya said:

One of them had her sword attached to her back, and the other her ammunition.

Yes - it is a pain, FSM unequips everything but some follower mods seem to immediately re-requip weapons

 

57 minutes ago, HexBolt8 said:

That's handled by SubLola, not SS++

Would you consider an option in SubLola to load the list from a json rather than targeting NPC's?

Edited by Bane Master
Posted
7 minutes ago, Bane Master said:

Would you consider an option in SubLola to load the list from a json rather than targeting NPC's?

 

Quoted to provide moral support...

 

...could MCM Helper allow the manually selected masters to be saved in an .ini?

Posted
1 hour ago, Bane Master said:

Would you consider an option in SubLola to load the list from a json rather than targeting NPC's?

It already works that way.  Targeting NPCs is the convenient way of adding NPCs to the json, where the information is stored, but the file can be edited directly.

Posted
47 minutes ago, HexBolt8 said:

It already works that way.  Targeting NPCs is the convenient way of adding NPCs to the json, where the information is stored, but the file can be edited directly.

 

Thanks very much for adding this feature. I run DFC and sLOLA together after SS++ so I can definitely make use of this.

Posted

I'm considering whether to use the recommended defeat plugin for SL Defeat; the Bane + LRG one linked on the modpage. Is it more reliable and stable than Naked Defeat?

 

I miss it when the player in bleedout can be protected from defeat by followers, I hate ending the battle just because I caught a stray arrow to the knee. And it's akward when the follwoers all stand around and stare afterwards.

Posted
On 12/21/2022 at 3:47 PM, DonQuiWho said:

Closest that I can recall to that sort of gameplay was found in the earlier versions of @Code Serpent 's 'Peril' etc mods.  That particular component part was superb.  I remember once spending 24+ in game hours trying to work out how to, and then manage to, escape from a captor Troll (the one from the cave just outside Dawnstar) and that was probably amongst the most challenging pieces of gameplay that I can remember in Skyrim

Glad you enjoyed that. That was probably from Dragonborn in Distress, not Peril, but I'll be adding that functionality to Peril at some point.

On 12/21/2022 at 3:47 PM, DonQuiWho said:

But the concept remains, one where the bad boys and girls 'keep' the PC as a playtoy beside them, whilst the PC tries to escape by outwitting them.  That can make for really good gameplay - no fetching food and drink and trying to curry favour - escape or suffer further penalties if caught. 

This is roughly what I have planned for the capture/slavery system I'm going to add to peril. The player will remain in a single location, periodically being used or tormented by their captors, and either wait for rescue, try to escape, or try pleasing their captors enough to gain their trust to gain a chance to flee.

Posted
On 12/23/2022 at 7:47 AM, Corsec said:

I miss it when the player in bleedout can be protected from defeat by followers, I hate ending the battle just because I caught a stray arrow to the knee. And it's akward when the follwoers all stand around and stare afterwards.

Well, my mod Peril does this, if you want to try it.

Posted
13 hours ago, Code Serpent said:

Glad you enjoyed that. That was probably from Dragonborn in Distress, not Peril, but I'll be adding that functionality to Peril at some point.

This is roughly what I have planned for the capture/slavery system I'm going to add to peril. The player will remain in a single location, periodically being used or tormented by their captors, and either wait for rescue, try to escape, or try pleasing their captors enough to gain their trust to gain a chance to flee.

 

That sounds just the ticket!

 

But, just asking ?, will your system be a sort of module that other mods can plug into?  I really wouldn't want to have to pick and choose between 'Peril' as a combat defeat mod, just to get that 'single extra', as opposed to all the existing developed features of Bane's updated Defeat 5.3.6, and the add-on capabilities provided by AndrewLRG and this, Bane's own Follower Slavery mod

 

 

Posted (edited)
14 hours ago, Code Serpent said:

Well, my mod Peril does this, if you want to try it.

 

Thanks for the recommendation, and I would be really interested to see what you achieve with the capture scenarios.

 

49 minutes ago, DonQuiWho said:

But, just asking ?, will your system be a sort of module that other mods can plug into?  I really wouldn't want to have to pick and choose between 'Peril' as a combat defeat mod, just to get that 'single extra', as opposed to all the existing developed features of Bane's updated Defeat 5.3.6, and the add-on capabilities provided by AndrewLRG and this, Bane's own Follower Slavery mod

 

You might be interested in using Naked Defeat to get the furniture struggle game. Playable race enemies will rape, then strip armor and steal items, lock the PC into Zaz furniture after rape, and they will regularly whip/rape her. There is a short struggle minigame to escape and then you have the chance to either run away, kill the enemies or be recaptured.

 

It pairs really well with the orgasm debuffs from Sexlab Survival because repeated rapes will make it harder to escape. If my character becomes too debuffed to escape then I consider the PC to be 'broken' and I transfer over to the SS++ auction.

 

Overall it seems to be the best option right now for a process of defeat leading to capture and then either escape or enslavement. Naked Defeat is also quite reliable and stable.

 

The downside is that the capture game doesn't work with creatures, they will rape the PC and then release her. It also isn't viable for long-term captures if you have needs mods because you can't get food, sleep or drink. It won't last long though, because escaping from Zaz furniture is easy, the hard part is timing your escape to maximise your chances of escape.

 

It also strongly incentivizes you to invest in the sneak skill for escaping, and bound weapons/armor will also be very useful.

Edited by Corsec
Posted
14 hours ago, Code Serpent said:

Well, my mod Peril does this, if you want to try it.

 

Could you tell us anything more about your plans for the capture scenario? I'm curious what you learned from DiD and what you will do differently or the same. I would definitely want to try it out.

Posted
42 minutes ago, DonQuiWho said:

That sounds just the ticket!

 

But, just asking ?, will your system be a sort of module that other mods can plug into?  I really wouldn't want to have to pick and choose between 'Peril' as a combat defeat mod, just to get that 'single extra', as opposed to all the existing developed features of Bane's updated Defeat 5.3.6, and the add-on capabilities provided by AndrewLRG and this, Bane's own Follower Slavery mod

Possibly. Currently the mod is just a 'defeat' system, where your character and their allies fall in battle and are then punished or arrested by their enemies. I've been meaning to add Simple Slavery support so that being sold off by that system would be one outcome of defeat. And I should be able to incorporate other slavery mods into that as well.

 

The other two systems I want to add are 'capture' and 'slavery' systems. Capture being an outcome of defeat, where you're shoved into a cage and harassed for about a week while trying to escape or waiting for rescue. This could be activated by other combat defeat mods.

 

At the end of the capture scenario, the player could be set free after being punished one more time, or they could be enslaved. Either by other mods or by the slavery scenario I'll add, where they have to perform chores in an area and be respectful to their masters to maintain favor, or be punished. Again this system could also be activated by other mods.

Posted
3 hours ago, Code Serpent said:

Possibly. Currently the mod is just a 'defeat' system, where your character and their allies fall in battle and are then punished or arrested by their enemies. I've been meaning to add Simple Slavery support so that being sold off by that system would be one outcome of defeat. And I should be able to incorporate other slavery mods into that as well.

 

The other two systems I want to add are 'capture' and 'slavery' systems. Capture being an outcome of defeat, where you're shoved into a cage and harassed for about a week while trying to escape or waiting for rescue. This could be activated by other combat defeat mods.

 

At the end of the capture scenario, the player could be set free after being punished one more time, or they could be enslaved. Either by other mods or by the slavery scenario I'll add, where they have to perform chores in an area and be respectful to their masters to maintain favor, or be punished. Again this system could also be activated by other mods.

 

Thanks for that

 

The possible ability to be integrated with other 'defeat' mods, especially as outcome scenarios, sounds really useful

Posted
4 hours ago, Corsec said:

 

Thanks for the recommendation, and I would be really interested to see what you achieve with the capture scenarios.

 

 

You might be interested in using Naked Defeat to get the furniture struggle game. Playable race enemies will rape, then strip armor and steal items, lock the PC into Zaz furniture after rape, and they will regularly whip/rape her. There is a short struggle minigame to escape and then you have the chance to either run away, kill the enemies or be recaptured.

 

It pairs really well with the orgasm debuffs from Sexlab Survival because repeated rapes will make it harder to escape. If my character becomes too debuffed to escape then I consider the PC to be 'broken' and I transfer over to the SS++ auction.

 

Overall it seems to be the best option right now for a process of defeat leading to capture and then either escape or enslavement. Naked Defeat is also quite reliable and stable.

 

The downside is that the capture game doesn't work with creatures, they will rape the PC and then release her. It also isn't viable for long-term captures if you have needs mods because you can't get food, sleep or drink. It won't last long though, because escaping from Zaz furniture is easy, the hard part is timing your escape to maximise your chances of escape.

 

It also strongly incentivizes you to invest in the sneak skill for escaping, and bound weapons/armor will also be very useful.

 

TBH, I tried the SSE version of ND for quite a while and whilst it had some really nice innovative features, I just could not get it to perform reliably in my game setups.  So I cut my losses and moved on

 

There was an awful lot of good stuff in there, but it had that feeling of trying to do much, too soon in the development, and all at once.

 

I'm not meaning to carp, or be over critical, as I just couldn't do any of what @Nymra did.  I just could not, personally, get the level of consistency that made if fun to play. 

 

I'm sure others may well do in their setups, as you say you do, and I can only envy you and them if they got the main features to work both consistently and reliably, so my experience is really not something that should put others off at all

Posted

Is it possible to get the followers as a slave for myself? You know, get them enslaved with this mod, finding them, but instead of freeing them keeping them as a slave myself?

Posted
8 hours ago, Libita said:

Is it possible to get the followers as a slave for myself? You know, get them enslaved with this mod, finding them, but instead of freeing them keeping them as a slave myself?

No - I'm afraid that is outside the scope of FSM

Posted
10 hours ago, Bane Master said:

No - I'm afraid that is outside the scope of FSM

No worries. No mod is supposed to do everything. Thanks for the info.

Posted (edited)
On 12/21/2022 at 7:21 PM, Corsec said:

 

I was also considering using the HSG masters. In fact, I made the json a few weeks ago lol.

 

The reason I didn't upload it is because I have released a set of patches for HSG, and those patches turn all the HSG slavers into followers for compatibility with DFC and sLOLA. When you told me that FSM won't work with followers I realised that it would conflict with my patches. But if anyone wants it I'm happy to upload it, fortunately I didn't delete it. You said that it shouldn't cause any bugs, FSM should detect if my patches make HSG into followers and then they will be automatically excluded from selection, is that correct?

 

Note that I only included the slavers that wander the overworld, some of them already have slaves following them. I excluded the ones in the dungeon locations because those are unfinished and not well-designed as dungeons for combat gameplay. There are 27 new masters in total.

 

Ran the FSM audit and there's a few problems.

 

Unfortunately even if the hydra masters aren't in the potential follower faction, the mod wont work because you're using the baseID for them, you're supposed to use the RefID, which granted is a bigger pain in the ass to work with.

 

Also more bandit camps explorer edition has a different esp name for some goddamn reason, though fixing that just required duplicating the location list with the other esp name as well.

 

Anyway, what I'm saying is that I've fixed the hydra slavers to the use correct RefID for each of them. I also do use your patches but don't use lola or DFC so I removed them from the follower factions to make them compatible for me, though I can't upload that esp, cause it's merged into a whole other mess of things.

 

I also added a few thalmor slavers and the guards that are parading hostages around town. Even with the potential follower factions on some NPC that you didn't seem to add the factions to, like the royal recorders and those guards for example.

 

Masters.json

Edited by ttpt
Posted (edited)
6 hours ago, ttpt said:

 

Ran the FSM audit and there's a few problems.

 

 

Thanks for the correction! I will remove my uploaded file and edit the post to tell people to use your corrected one. I'm glad not to have to go back an redo it.

 

I made the Hydra stuff before I learned that this mod uses RefID rather than BaseID. Then I forgot that fact when I uploaded it later. My bad, sorry.

 

More Bandit Camps uses the same plugin name for both versions in SSE. It only uses different plugin names on the LE versions. SSE users will need to use a different file than yours.

 

6 hours ago, ttpt said:

Even with the potential follower factions on some NPC that you didn't seem to add the factions to, like the royal recorders and those guards for example.

 

Not 100% sure what you mean by this. Did I forgot to put the correct factions on some NPCs in my LE hydra patches?

Edited by Corsec
Posted
28 minutes ago, Corsec said:

 

Thanks for the correction! I will remove my uploaded file and edit the post to tell people to use your corrected one. I'm glad not to have to go back an redo it.

 

I made the Hydra stuff before I learned that this mod uses RefID rather than BaseID. Then I forgot that fact when I uploaded it later. My bad, sorry.

 

More Bandit Camps uses the same plugin name for both versions in SSE. It only uses different plugin names on the LE versions. SSE users will need to use a different file than yours.

 

 

Not 100% sure what you mean by this. Did I forgot to put the correct factions on some NPCs in my LE hydra patches?

 

If using SE, won't this mod just ignore the MBC Explorer's Edition 'masters' as invalid anyway? 

Posted
2 hours ago, DonQuiWho said:

If using SE, won't this mod just ignore the MBC Explorer's Edition 'masters' as invalid anyway?

Yes - FSM will safely ignore missing Masters, in practice that means there is no need for separate LE and SE versions - the Refs that use a different esp name in LE could be included twice in the file, once under the SE esp name and again under the LE esp name.

Posted
15 hours ago, ttpt said:

Ran the FSM audit and there's a few problems.

 

Ran a quick check. This line in Master.json links to a dialogue topic and not the RefID of an NPC. It has also been posted twice.-

Spoiler

             "__formData|hydra_slavegirls.esp|0x432EA",

 

I think I posted 27 NPCs into the Master.json, who were the 7 NPCs that you removed? I can't check because I hastily removed and deleted the old Master.json and now it's gone forever. Can anyone send me the old copy?

 

For compatibility I can upload an extra patch to my modpage to revert the edits that turn Hydra NPCs into followers. Since you mentioned that I did something wrong with NPC factions, was there something else that I needed to do?

Posted (edited)
17 hours ago, Corsec said:

 

Thanks for the correction! I will remove my uploaded file and edit the post to tell people to use your corrected one. I'm glad not to have to go back an redo it.

 

I made the Hydra stuff before I learned that this mod uses RefID rather than BaseID. Then I forgot that fact when I uploaded it later. My bad, sorry.

 

More Bandit Camps uses the same plugin name for both versions in SSE. It only uses different plugin names on the LE versions. SSE users will need to use a different file than yours.

 

 

Not 100% sure what you mean by this. Did I forgot to put the correct factions on some NPCs in my LE hydra patches?

 

About those some NPC, it's mostly the royal recorders and such, which have a generic name and you probably never intended them to be followers so they're not in the follower factions. So yeah, at least those few NPC will work with FSM even if all the other miscellaneous named masters don't. I also added the whiterun overseer those other guards that parade hostages around.

 

The more bandit camps explorer edition having a different name being just in LE is fine, because that was an easy fix, and besides, the FSM audit giving errors for missing stuff is not a problem, since if it's missing it just doesn't get used and it's no problem.

Edited by ttpt
Posted
8 hours ago, Corsec said:

 

Ran a quick check. This line in Master.json links to a dialogue topic and not the RefID of an NPC. It has also been posted twice.-

  Reveal hidden contents

             "__formData|hydra_slavegirls.esp|0x432EA",

 

I think I posted 27 NPCs into the Master.json, who were the 7 NPCs that you removed? I can't check because I hastily removed and deleted the old Master.json and now it's gone forever. Can anyone send me the old copy?

 

For compatibility I can upload an extra patch to my modpage to revert the edits that turn Hydra NPCs into followers. Since you mentioned that I did something wrong with NPC factions, was there something else that I needed to do?

 

I didn't remove any NPC< so if there's less then 27 then there wasn't 27 in it, so I dunno.

 

Oh yeah, I fucked up when adding thalmor slaver guard 2 or somesuch, which doesn't get used and copied the refID for a dialog instead of placement.

 

Most of such errors coming up in the audit are no big deal because FSM just won't use them. In any case I will attach a correction

 

And yeah, all you would need to do to make all the listed NPC be usable for FSM is just not have them in the follower factions.

Masters.json corsec original Masters.json edited

Posted
14 hours ago, Bane Master said:

Yes - FSM will safely ignore missing Masters, in practice that means there is no need for separate LE and SE versions - the Refs that use a different esp name in LE could be included twice in the file, once under the SE esp name and again under the LE esp name.

 

And yeah, this is what I did for More bandit camps, I just duplicated the entries and change the .esp name, if you're missing an esp it's not a big deal.

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