Anunya Posted February 10, 2023 Posted February 10, 2023 55 minutes ago, Corsec said: 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. DFC followers are dismissed when the PC is sent to SS++, so I suspect it should work okay as long as you trigger FSM on an SS++ event. I haven't tested it explicitly, though, as I only use male followers as devious, and only enslave female followers via FSM (kind of misogynistic, I know....) I'd imagine just enslaving the Devious Follower via the FSM MCM would cause trouble if you don't dismiss them via the DFC MCM first.
Bane Master Posted February 12, 2023 Author Posted February 12, 2023 (edited) On 2/10/2023 at 4:35 AM, Corsec said: 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. FSM is compatible with Devious Followers Continued. FSM will not enslave a current Devious Follower Master - all other active followers will be enslaved (unless gender restrictions prohibit it). Edited February 12, 2023 by Bane Master
megger35 Posted February 12, 2023 Posted February 12, 2023 just came back to skyrim and tried with follower slavery again . got it installed , it detects my followers , got defeated and lyida was kept by the Mob great , that works how ever if i get sent to auction follower follows me there , i get told after the auction that the follower has been sold , but they spawn next to me as nothing happened. Also if i try enslavement though the MCM , i can enslave the follow to a targeted NPC , but not to random type or actor . Have I missed a setting anywhere ? Playing on LE Thanks for any help
Bane Master Posted February 12, 2023 Author Posted February 12, 2023 2 hours ago, megger35 said: Have I missed a setting anywhere ? The only setting is to enable Simple Slavery on the System Page Are you using Simple Slavery Plus Plus 6.3.17? If SS is on in FSM and you are using the latest SS++ please post a log of the Simple Slavery event and I'll see if I can spot any issues
Anunya Posted February 13, 2023 Posted February 13, 2023 This is one of my favourite recent mods, so I'm looking to get to know the customization options a bit better. I have three questions: 1. Are there easy, step-by-step instructions somewhere for how to edit the JSON file to customize outfits. I'm looking to add outfits from various other mods and remove the DD/Toys ones. Any hints / help / pointers would be appreciated as that stuff can be challenging if you don't know what you're doing (spoiler: I don't). 2. I know I can immediately enslave a follower via the MCM. Is there a way to control to whom they are enslaved (for debug purposes)? Assuming I figure out how to change the outfits (question 1), I'd like to verify that my changes work (by enslaving them to someone nearby, so I can quickly verify their outfit). 3. Re: the supported version of SL Defeat, can player defeat trigger follower enslavement even if the PC is not enslaved? Up to now I've been using SS++ events as my main FSM trigger, but am contemplating a new play-through in a different style. Thanks
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 56 minutes ago, Anunya said: This is one of my favourite recent mods, so I'm looking to get to know the customization options a bit better. I have three questions: 1. Are there easy, step-by-step instructions somewhere for how to edit the JSON file to customize outfits. I'm looking to add outfits from various other mods and remove the DD/Toys ones. Any hints / help / pointers would be appreciated as that stuff can be challenging if you don't know what you're doing (spoiler: I don't). 2. I know I can immediately enslave a follower via the MCM. Is there a way to control to whom they are enslaved (for debug purposes)? Assuming I figure out how to change the outfits (question 1), I'd like to verify that my changes work (by enslaving them to someone nearby, so I can quickly verify their outfit). 3. Re: the supported version of SL Defeat, can player defeat trigger follower enslavement even if the PC is not enslaved? Up to now I've been using SS++ events as my main FSM trigger, but am contemplating a new play-through in a different style. Thanks Have a look back here and the 4 or 5 preceding posts that, which set out the basic JSON structure and how to add outfits etc Hope those help DQW 1
Lucci213 Posted February 13, 2023 Posted February 13, 2023 What's the current system for finding followers enslaved by hostile NPCs? Haven't had one happen yet, but will nearby inns still tell me about them? And if so, are they specific about where to find them, or just a general "Yes, I've seen them around" kind of dialog? If it's not fleshed-out yet, might I suggest using the Courier to send the player messages? Like after a week of being captured, the enslaved follower managed to sneak out a small distress letter and inform you of their location.
Anunya Posted February 13, 2023 Posted February 13, 2023 1 hour ago, DonQuiWho said: Have a look back here and the 4 or 5 preceding posts that, which set out the basic JSON structure and how to add outfits etc Hope those help DQW Thank you!
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 7 hours ago, Lucci213 said: What's the current system for finding followers enslaved by hostile NPCs? Haven't had one happen yet, but will nearby inns still tell me about them? And if so, are they specific about where to find them, or just a general "Yes, I've seen them around" kind of dialog? If it's not fleshed-out yet, might I suggest using the Courier to send the player messages? Like after a week of being captured, the enslaved follower managed to sneak out a small distress letter and inform you of their location. Some sort of 'Intelligence Report/Ransom Note' actually sounds like a good idea I know where my two 'lost souls' are, as I use Tag and Trace and can see their location that way, but as I don't 'cheat', I still have to find an inkeeper who says they know too LOL Admittedly I haven't been to that particular part of the world recently - no cause to venture anywhere near there in normal gameplay - but some sort of random 'heads up' could be useful. Especially as one of them has something I really want back! DQW
Bane Master Posted February 13, 2023 Author Posted February 13, 2023 (edited) 16 hours ago, Anunya said: Are there easy, step-by-step instructions somewhere for how to edit the JSON Thanks for linking the relevant posts @DonQuiWho 16 hours ago, Anunya said: Is there a way to control to whom they are enslaved Yes - if you crosshair over an NPC and then change Random actor to Crosshair target on the Enslavement page you can enslave a follower to the selected NPC ( I also use this for testing/debugging local enslavement) 16 hours ago, Anunya said: can player defeat trigger follower enslavement even if the PC is not enslaved? Yes - Follower outcomes are randomised independently of the Player once the Player and Follower have both been defeated - so the player may flee but find that the Bandits have enslaved one or more of their defeated followers. 14 hours ago, Lucci213 said: What's the current system for finding followers enslaved by hostile NPCs Normally the player will have been present so will know where the hostiles are unless the follower is enslaved via a third party mod. In that case, if the external mod doesn't tell you, then the only way other than searching Skyrim is via the MCM reveal. I like the intelligence/Ransom ideas but I'm not sure my CK skills are up to it, I'm basically good (ish) with scripts and pretty poor at everything else ? What I am in the process of writing is an events system for slaves that will allow me to do things like sell their gear over time, give them a chance to escape and allow them to be transferred ("sold") to a new npc owner. My plan is to have bandits spend between a few days and a few weeks having fun with the slave, and then sell them on so they end up with an NPC master - at which point you will be able to find them via the rumour system. Warlocks and Vampires are a bit more difficult though as although escape will still be an option they are unlikely to sell their slaves as they have other uses for them. Edited February 13, 2023 by Bane Master 5
Bane Master Posted March 4, 2023 Author Posted March 4, 2023 Hey all - the next release of FSM is now at the Release Candidate stage, as this is a pretty substantial update I have made some major changes to the update system to allow current slaves to be automatically saved and restored during the update process. I have tested the update thoroughly and it works in my tests however I'd like to get it tested on a few other games/systems to check I haven't missed anything, so if you are willing to give it a try and report back please PM me. 2
DonQuiWho Posted March 4, 2023 Posted March 4, 2023 2 hours ago, Bane Master said: Hey all - the next release of FSM is now at the Release Candidate stage, as this is a pretty substantial update I have made some major changes to the update system to allow current slaves to be automatically saved and restored during the update process. I have tested the update thoroughly and it works in my tests however I'd like to get it tested on a few other games/systems to check I haven't missed anything, so if you are willing to give it a try and report back please PM me. I'd love to help, but RL precludes that right now. Sorry! ?
Bane Master Posted March 5, 2023 Author Posted March 5, 2023 14 hours ago, DonQuiWho said: I'd love to help, but RL precludes that right now. Sorry! ? No worries, you have already helped plenty!
Guest Posted March 7, 2023 Posted March 7, 2023 I love using the mod but whenever i use the setstage ski_configmanagerinstance 1, it destroy the follower slavery mod mcm. it just show install and it won't work
Bane Master Posted March 7, 2023 Author Posted March 7, 2023 (edited) 16 hours ago, ninkin said: I love using the mod but whenever i use the setstage ski_configmanagerinstance 1, it destroy the follower slavery mod mcm. it just show install and it won't work I have just tested this and FSM works fine after setstage ski_configmanagerinstance for me so it might be an issue with your save game/setup (as I can't reproduce it.) Anyone else seeing this issue? Edited March 7, 2023 by Bane Master
ttpt Posted March 8, 2023 Posted March 8, 2023 23 hours ago, ninkin said: I love using the mod but whenever i use the setstage ski_configmanagerinstance 1, it destroy the follower slavery mod mcm. it just show install and it won't work I remember earlier on the mod having trouble on first install, once it is fully installed I've run setstage ski_configmanagerinstance 1 and it never has bugged out on me. On first install though, give it a minute and just hang out in an indoor space where not much is happening, preferably with no NPCs around and wait for MCM to tell you a new mod is detected, and then run install. The install button is there because on previous version FSM would try to install right away before other dependencies or other stuff was ready and it would bug it out.
sirloki28 Posted March 8, 2023 Posted March 8, 2023 How do I make followers who are not natively part of NFF able to be enslaved, just adding them to the framework doesn't seem to work. For reference it seems to be companions with custom AI such as Neisa or Serana Dialogue Addon, but other modded followers seem to work okay.
Bane Master Posted March 8, 2023 Author Posted March 8, 2023 5 hours ago, sirloki28 said: How do I make followers who are not natively part of NFF able to be enslaved, just adding them to the framework doesn't seem to work. For reference it seems to be companions with custom AI such as Neisa or Serana Dialogue Addon, but other modded followers seem to work okay. FSM requires followers to be in the CurrentFollower or CurrentHireling Faction and have the ActorTypeNPC keyword Also they cannot be a devious follower or in the list of potential Masters in Submissive Lola 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.
Hex Bolt Posted March 8, 2023 Posted March 8, 2023 6 hours ago, Bane Master said: Serena is not a valid FSM slave because she does not have the ActorTypeNPC keyword. Indirectly, she does. Serana belongs to NordRace, which has the ActorTypeNPC keyword, so if you target Serana and enter "HasKeyword ActorTypeNPC", the result is true. But that's not the problem because (as you explained), her complex role with her unique AI and a quest line that causes her to disappear for a while tend to muck up any mod that tries to work with her as a follower. Then there's the design decision by the Dawnguard devs to exclude her from the follower factions. The net result is a character that's incompatible with most mods that work well with other followers. That's sad, because she's an interesting character. But the devs messed her up, so players are better off not trying to force fit Serana into mods like this one, Devious Followers, or Submissive Lola. 1
Bane Master Posted March 8, 2023 Author Posted March 8, 2023 4 hours ago, HexBolt8 said: Then there's the design decision by the Dawnguard devs to exclude her from the follower factions Not having the Follower Factions would also be a reason FSM won't allow her to be enslaved
foxdogcat Posted March 11, 2023 Posted March 11, 2023 After installing the mod I can't actually see the dialog option to add my follower to the mod. What might be the issue?
Bane Master Posted March 11, 2023 Author Posted March 11, 2023 3 hours ago, foxdogcat said: After installing the mod I can't actually see the dialog option to add my follower to the mod. What might be the issue? There is no dialog option as such - all you need to do is open a dialogue with your follower and FSM will automatically add them at that point if they are a valid follower
Bane Master Posted March 11, 2023 Author Posted March 11, 2023 (edited) What's New in Version 1.1 Released Just now Added Masters have a daily chance to sell their slaves to another Master (chance configurable for each Master type via the MCM) Added slaves have a daily chance to escape from their Master (chance configurable for each Master type via the MCM) Added slaves gear will be sold/discarded over time (the frequency that items are lost is configurable via the MCM) Added Low value items will be discarded within a few hours of enslavement (value configurable via the MCM) Added slaves have a chance to steal any remaining gear back if they escape (configurable via the MCM) Added The FSM updater will attempt to save existing slaves & restore them to their Masters after update Added External mods can suppress FSM's "<FollowerName> has been enslaved..." notification when enslaving a follower (See API for details) Updated Followers recruited by dialogue should be added to FSM immediately without the need for a subsequent dialogue Updated The Simple Slavery Plugin should strip followers weapons more reliably when they are caged The update also includes a lightweight system for ensuring dismissed followers wear the gear they have in their inventory - a happy side effect of this is that for EFF users it should also fix EFF's naked dismissed followers bug. Edited March 11, 2023 by Bane Master 6
grosaprap Posted March 11, 2023 Posted March 11, 2023 Looking into adding this to my load order, and have just a single question so far. I didn't see anything referencing it yet in the thread so... Is there any mechanism to prevent certain items from being 'seen' by the mod in a follower's inventory? While not super important there are a few mods out there that utilize trickery in the form of adding items to a follower's inventory to ensure that they are accounted for (things like OBIS's glowing pearls and Genesis's companion flowers) which while they don't immediately break things if they are removed from the inventory aren't really meant to be treated as actual loot and thus the mods themselves don't provide the ability to add them back. It's not a deal breaker with the mod, given how few mods out there do stuff like that, but it'd be good to know/have.
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