DonQuiWho Posted January 3, 2023 Posted January 3, 2023 32 minutes ago, Chlodwig said: I'm currently setting up my mods new and now us Nethers Follower Frame work instead of UFO, and I wanted to use SL Defeat instead of Naked Defeat. Which SL Defeat do I have to use can I use the SE Version (Sexlab Defeat Baka Edition LE/SE) or do I have to use the Sexlab Defeat V5.3.6 Bane 24112021 SE Version in the LE Download Section? Bane's 5.3.6 fixed quite a lot of things. Have a look at the cross ref a few pos5ts above and work backwaards in the thread from there and you can pick up what soryt of things were done I've never used the Baka one, so can't speak for it. I'm not sure if it can co-exist with this mod either, as this is desigbed for Bane's 5.3.6, so if you want FSM, go with that 1
megger35 Posted January 3, 2023 Posted January 3, 2023 hi , need a bit of help , got the mod installed , got the menu , talked ( dialogue ) with my follower , but she is not listed as a follower . any clues at what i should be looking at thanks
Bane Master Posted January 3, 2023 Author Posted January 3, 2023 13 hours ago, Chlodwig said: do I have to use the Sexlab Defeat V5.3.6 Bane 24112021 SE Version in the LE Download Section? I tested with Sexlab Defeat V5.3.6 Bane 24112021 - in theory the Baka Edition should work assuming the assault debuffs are unchanged but I have not tested it
Bane Master Posted January 3, 2023 Author Posted January 3, 2023 (edited) 8 hours ago, megger35 said: talked ( dialogue ) with my follower , but she is not listed as a follower What Follower Framework are you using and which Follower is not listed? Edited January 4, 2023 by Bane Master
Chlodwig Posted January 5, 2023 Posted January 5, 2023 I installed the Baka version and then the Bane Version with the dynamic patch and the second one is bane + dynamic is the better choice...
GregariousGibbon Posted January 13, 2023 Posted January 13, 2023 Just a question, Annekke Crag-Jumper doesnt show up in enslavement menu even after conversation, is it due to her being an existing NPC with a quest, or should she be present? Running FSM alongside Nethers Framework not EFF.
Bane Master Posted January 14, 2023 Author Posted January 14, 2023 15 hours ago, GregariousGibbon said: Annekke Crag-Jumper doesnt show up in enslavement menu even after conversation Have you completed the "Kill a bandit leader" quest for her?
GregariousGibbon Posted January 14, 2023 Posted January 14, 2023 3 hours ago, Bane Master said: Have you completed the "Kill a bandit leader" quest for her? Yeah, she became a follower after that quest. I am currently still doing the Temple of Dibella/Sylgja part of the Amorous Adventures Quest which Annekke ties into heavily, so are you thinking it could be that quest that makes her not act as a normal follower?
Bane Master Posted January 16, 2023 Author Posted January 16, 2023 On 1/14/2023 at 2:32 PM, GregariousGibbon said: Yeah, she became a follower after that quest. I am currently still doing the Temple of Dibella/Sylgja part of the Amorous Adventures Quest which Annekke ties into heavily, so are you thinking it could be that quest that makes her not act as a normal follower? Yes - that is possible, FSM requires followers to be in the CurrentFollower or CurrentHireling Faction Also they cannot be a devious follower or in the list of potential Masters in Submissive Lola
GregariousGibbon Posted January 16, 2023 Posted January 16, 2023 7 hours ago, Bane Master said: Yes - that is possible, FSM requires followers to be in the CurrentFollower or CurrentHireling Faction Also they cannot be a devious follower or in the list of potential Masters in Submissive Lola Ah beat me to it, thanks! Yeah it was due to devious followers, which I discounted because I had previously pasued devious followers before recruiting as was still unable to act as FSM registered. However when I recruited the "faulty" follower when I already had a devious follower, she took up 2nd slot, and behaved as FSM registered.
Zor2k13 Posted January 29, 2023 Posted January 29, 2023 Just had a great idea for this mod and haven't even installed it yet... looking at the screenshots from the mod page gave me the idea. During the dialogue with neutral or friendly npcs that own your follower when asking to buy the follower the conversation could have a chance to fail because the owner wants the player to take the follower place instead. If the follower is freed the follower gives some dialogue blah blah thanks and is sent home. If the follower is a housecarl they could return later to buy the player but the owner won't sell unless the follower takes the player as their slave instead of freeing them. Should the follower end up owning the player it could kick off other mods like submissive lola etc or there could be a thankful follower quest where they explore the benefits of owning their thane (if housecarl) or just owning the player if not. Maybe they had to borrow money to buy back the player and now they need the player to work it off as a whore etc. 1
OlBubs Posted January 31, 2023 Posted January 31, 2023 On 12/19/2022 at 6:32 PM, Corsec said: I have expanded the Masters.json with the locations of bandit camps from the following 2 mods- Hide contents https://www.nexusmods.com/skyrimspecialedition/mods/1994 https://www.nexusmods.com/skyrimspecialedition/mods/40503 Note that it uses the VANILLA version of the Captor Bandits mod, not the COMPLETE version (which requires the Gray Cowl of Nocturnal mod). It should be fine with either the Explorer or Regular versions of More Bandit Camps. In total, 50 new locations are added. Note that I haven't tested it ingame, although I did run it through a json validator. Obviously it needs the mods for new bandit camps installed. I just added the location FormIDs to the list, I assumed that would be enough. FSM Masters Expanded for Mod Bandit Camps 20_12_2022.7z 1.51 kB · 17 downloads Question for you, what is the proper id to use when adding to masters.json? I have entered Ids of npcs from a different mod but to no avail
Corsec Posted January 31, 2023 Posted January 31, 2023 2 minutes ago, OlBubs said: Question for you, what is the proper id to use when adding to masters.json? I have entered Ids of npcs from a different mod but to no avail You need to use the RefID. We discussed this on the last page, you should go back to read it for more information. You can find the RefID in xEdit by looking at the NPC in question, then look at the 'Referenced by' tab in the right pane, there should be a link to the ACHR where the NPC is spawned. Click on the ACHR link to open up it's corresponding page, which should have the RefID on it. Here are some links to show you where that is. First here is the ACHR link for vanilla Aela, you find it from the NPC record, note that this is on the 'Referenced by (222)' tab- Spoiler And if you click on that link here is the place on the ACHR page where Aela's RefID is found, it is ACHR:0001A697 for her- Spoiler Just do the same thing for all the NPCs you want to add to the Masters.json to get the RefID. 2
OlBubs Posted January 31, 2023 Posted January 31, 2023 57 minutes ago, Corsec said: You need to use the RefID. We discussed this on the last page, you should go back to read it for more information. You can find the RefID in xEdit by looking at the NPC in question, then look at the 'Referenced by' tab in the right pane, there should be a link to the ACHR where the NPC is spawned. Click on the ACHR link to open up it's corresponding page, which should have the RefID on it. Here are some links to show you where that is. First here is the ACHR link for vanilla Aela, you find it from the NPC record, note that this is on the 'Referenced by (222)' tab- Reveal hidden contents And if you click on that link here is the place on the ACHR page where Aela's RefID is found, it is ACHR:0001A697 for her- Reveal hidden contents Just do the same thing for all the NPCs you want to add to the Masters.json to get the RefID. Thanks for the response! I also should have read that followers cant be masters >.< was doing some testing with EFF and it looks like when fixing factions for a given master already in the list and recruiting them would make them an invalid master when trying to use the on cursor select master for FSM. I wonder if there is a workaround....
Mushano Posted January 31, 2023 Posted January 31, 2023 On 12/1/2022 at 1:52 PM, Bane Master said: Currently looking in the MCM is the only way - I'm considering various options for the future; ransom notes, adding to innkeeper rumors, Bandits etc. only keeping slaves for a few days and them selling them on to a non hostile NPC. I'm sure there are other ideas I haven't come up with. One suggestion that I would hope would be added to the mod is that a location marker should be available for any enslaved followers. That way if they are enslaved by a bandit/warlock/etc. you can go track them down to the dungeon in an attempt to rescue them. I tried using a different trick and adding an item that can be tracked through a different mod (Flute Finder), but didn't realize that the item gets stripped also.
DonQuiWho Posted January 31, 2023 Posted January 31, 2023 1 hour ago, Mushano said: One suggestion that I would hope would be added to the mod is that a location marker should be available for any enslaved followers. That way if they are enslaved by a bandit/warlock/etc. you can go track them down to the dungeon in an attempt to rescue them. I tried using a different trick and adding an item that can be tracked through a different mod (Flute Finder), but didn't realize that the item gets stripped also. If you want jam on your bread, then 'Tag and Track SE' might help you - see link below. But the idea is NOT to know so that you have to take the time and trouble to search for them. If Markers were to be added, I would hope that that would be an option that could be disabled... ? https://www.nexusmods.com/skyrimspecialedition/mods/14018 1
Zor2k13 Posted January 31, 2023 Posted January 31, 2023 Could just give a general description like south north west east that sort of thing.
Corsec Posted February 1, 2023 Posted February 1, 2023 15 hours ago, OlBubs said: Thanks for the response! I also should have read that followers cant be masters >.< was doing some testing with EFF and it looks like when fixing factions for a given master already in the list and recruiting them would make them an invalid master when trying to use the on cursor select master for FSM. I wonder if there is a workaround.... The mod will not allow followers to become the Masters for captured followers, it's how the mod is built. There isn't a workaround. The only way would be to use xEdit to patch followers to remove them from the 2 follower factions and then try again ingame (dismiss them before trying this). But then you can't have them as followers, of course. 1
NicoleDragoness Posted February 1, 2023 Posted February 1, 2023 First, sorry if this was already answered. I use with great satisfaction Serana, greatly implemented with Pandorable's version for appearance and, mainly, with Serana Dialogue Addon for everything else. It seems that FSM doesn't recognize her at all (understandable because she doesn't use the vanilla followers system), even if I "imported" her as semi standard follower using the best multifollower mod available by my point of view: NFF (Nether Follower Framework). There is a way to make her recognizeable by FSM without breaking NFF or her complex SDA system?
Bane Master Posted February 1, 2023 Author Posted February 1, 2023 8 hours ago, NicoleDragoness said: There is a way to make her recognizeable by FSM without breaking NFF Serena is not a valid FSM slave because she does not have the ActorTypeNPC keyword. Given her complex role in the game, enslaving her may cause major issues and so I can't recommend it - but if you want to take the risk you could try adding the keyword to her Non-Player Character (Actor) record.
Mushano Posted February 2, 2023 Posted February 2, 2023 On 1/31/2023 at 5:26 PM, DonQuiWho said: If you want jam on your bread, then 'Tag and Track SE' might help you - see link below. But the idea is NOT to know so that you have to take the time and trouble to search for them. If Markers were to be added, I would hope that that would be an option that could be disabled... ? https://www.nexusmods.com/skyrimspecialedition/mods/14018 Yes, this would have helped immensely! I wish I knew about this mod earlier because I don't like installing/changing mods mid game since it usually breaks something.
DonQuiWho Posted February 2, 2023 Posted February 2, 2023 8 hours ago, Mushano said: Yes, this would have helped immensely! I wish I knew about this mod earlier because I don't like installing/changing mods mid game since it usually breaks something. FWIW, if I take out one mod, to replace it with something else/better, I normally use the same load order spot for the replacement, and then after a restart, agree to the old mod being removed, wait a couple of minutes and then make a save. Clean that save of references/script instances etc from the old mod with Fallrim Tools, save the 'cleaned' save, and then carry on from there. I know that it's not particularly good practice, but on the whole, it seems to work reasonably well, and if any problems then show up that are major, it's easy to reverse the process and go back to the last save before the swap. Which you obviously need to have kept I shall now put on my flak helmet to protect me from the fallout that will ensue from this heresy .... ?
Aloha_coldstar2 Posted February 2, 2023 Posted February 2, 2023 On 7/28/2022 at 4:28 AM, Noctisae said: Hello, Just a report concerning a small problem I had with the mod. Everything was working fine after installing the mod (follower detection, enslavement, etc...) on a new game, except for the outfits. They were not equipping, whether for male or female, my followers were simply left naked. When trying to audit the file with the MCM, the resulting text file was always empty (well, not really, but it simply contained 3 lines, the first one always printed, one line with "Male :" and another line with "Female :", and no outfit listed), not matter what outfits I inserted in the file. It showed the same behavior with the initial file in the mod. I tried various things, and it started to work when I changed the spelling of "female" and "male" inside the "SlaveOutfits.json" file. I changed "female" to "Female", and "male" to "Male", and then it started working. The behavior seems a bit inconsistent with the other JSON files, where everything in is lower case. I had the same problem as you. After a lot of test , it seems that I get the point. Here is my explaination: 1 if your follower remains naked after slavery, check their inventory by typing " show inventory" in console. Maybe you would find out that your follower already has devious devices on them . These devices don't showup because of some setting in the devious devices mod; 2 your changing famale to Famale is not the reason , the reason is , the mod select the "Ragged Robe" by random , not the devious devices which don't work; So, if you want to use your own outfit , you can try to change all the outfit in the slaveoutfit.json, for example: "Devious Chains" : [ "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00805", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00804", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x0086" ], "Devious Corset" : [ "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00805", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00804", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00806" ], "Devious Harness" : [ "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00805", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00804" ], "Ragged Robe" : [ "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00805", "__formData|Cl_IcyV HakuWeddingDress for LE.esp|0x00806" ], ... Sorry for my pool English.
Corsec Posted February 10, 2023 Posted February 10, 2023 Does this mod handle Devious Followers well? Devious Followers Continued takes over the vanilla follower dismiss functions so I'm not sure what will happen if this mod runs on a Devious Follower. I'd guess that I'd have to use the DFC MCM to reset it.
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