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Posted (edited)
50 minutes ago, grosaprap said:

Is there any mechanism to prevent certain items from being 'seen' by the mod in a follower's inventory

Yes there is - the list is in Utility.json under the key "ignored_items" (SexlabNostrip, SOS, dD and T&L items are not listed as they are handled using their Keywords).

 

You can add additional items yourself and/or let me know the esm/esp name and formID and why the item needs ignoring and I'll add them to the master version.

Edited by Bane Master
Posted

I was checking the mod with SSEEdit.

What should the following conditions in dialog topic fsm_SlaveBranchTopic "I've found you!" [DIAL:AF0103EB] do?

condition 0: Quest Alias.GetIsSex(Female) = 0.000000 AND

condition 1: Quest Alias.GetIsSex(Female) = 1.000000 AND

....

Posted
8 hours ago, Bane Master said:

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.

 

Is it safe to update or does it require a new game?

Posted
11 minutes ago, markdf said:

 

Is it safe to update or does it require a new game?

It should be safe to update as any existing slaves

will be saved and restored automatically 

Posted
On 3/11/2023 at 7:11 PM, rghost said:

What should the following conditions in dialog topic fsm_SlaveBranchTopic "I've found you!" [DIAL:AF0103EB] do?

condition 0: Quest Alias.GetIsSex(Female) = 0.000000 AND

condition 1: Quest Alias.GetIsSex(Female) = 1.000000 AND

One condition is set to reference the Slave Alias and the Other the Master Alias so it's checking for gender combinations of Master and Slave

Posted

Hi, I have a bug report and a couple of questions. I find if a follower is enslaved and while they're enslaved I go to the location that they are recruited from, the follower exits slavery immediately and is in that location. That isn't a big deal, but the problem is that when that happens they are still wearing their rags as their default outfit, and it overrides whatever their previous outfit was. This can be really annoying with modded followers that have custom clothes for their bodies and might have tons of pieces of clothing equipped, and it forces me to remove the rags from their inventory with console whenever I switch cells. I don't know if this only occurs with modded followers, but they're the only ones I use.

 

My question is, can the max 6 enslaved followers be raised in the config? If it can, is there any particular reason that I shouldn't do that? And is there a way to add a map marker to the slave master if the master is a hostile NPC? It can be difficult to find your follower since all you can find out without the MCM is the hold they're in

Posted (edited)
11 hours ago, johnhamm said:

I find if a follower is enslaved and while they're enslaved I go to the location that they are recruited from, the follower exits slavery immediately and is in that location.

This is not expected behaviour, they should not be released when you enter an area (unless they have recently escaped) - can you provide a log for this happening please

 

11 hours ago, johnhamm said:

they are still wearing their rags as their default outfit

This should only occur if outfits are being sold off and/or escaped slaves are not set to steal back their outfits - what settings are you using? The Outfit the slave was assigned is saved at enslavement and restored on emancipation. 

 

11 hours ago, johnhamm said:

can the max 6 enslaved followers be raised in the config?

Afraid not - there is a fair amount of additional work in the CK to set up more slave slots, I am happy to take a look at it if there is enough demand

 

11 hours ago, johnhamm said:

And is there a way to add a map marker to the slave master if the master is a hostile NPC?

I'm sure there is a way, but it's not something I plan to do at present. A simple workaround is to set Hostiles to sell on their slaves after a couple of days, that way you will be able to track them down once they are sold to a non-hostile actor. 

Edited by Bane Master
Posted
On 2/12/2023 at 8:54 AM, Bane Master said:

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

 

I'm experiencing something similar to what this user is describing, also playing on LE.

 

My follower can get enslaved through an SD surrender, or through FSM's MCM menu with the crosshair target option. However, when my follower is sent to SS++ with me I get the "follower was sold" message after the auction, then they either remain in the cage or spawn next to me. I'm also not able to send them to slavery through FSM's MCM menu with random type or actor selected. One thing I noticed is that the section of the MCM that looks like it's supposed to contain a list of potential owners from the masters.json file is empty, even though that file seems to be in the right place and isn't empty. Maybe that file isn't getting loaded properly for some reason? Just a hunch, I could be missing something. Thanks.

Posted (edited)
5 hours ago, whats00 said:

list of potential owners from the masters.json file is empty

That's the issue - so the first thing to do is run the Masters Audit from the MCM and check the output.

 

If you get no masters successfully loaded in the audit file then check that your Jcontainers and PapyrusUtil installs are up to date and not being overwritten by any older versions included with your mods

Edited by Bane Master
Posted
14 hours ago, Bane Master said:

That's the issue - so the first thing to do is run the Masters Audit from the MCM and check the output.

 

If you get no masters successfully loaded in the audit file then check that your Jcontainers and PapyrusUtil installs are up to date and not being overwritten by any older versions included with your mods

Yep, that was it. Installed the latest version of JContainers and that fixed it for me. Thanks!

Posted
On 3/16/2023 at 7:20 AM, Bane Master said:

This is not expected behaviour, they should not be released when you enter an area (unless they have recently escaped) - can you provide a log for this happening please

 

I should mention I am playing on V1.0631 on SE, and I am about to update to V1.1. I will see if it still happens when I update. How would I get a log that would be useful to give you?

Posted (edited)

hello,

the mod works great for me so far (using LE), but is it possible to get a MCM option to allow register devious follower (Devious Followers Continued) as possible enslaved follower ?

i don't know if possible, but i think best would be to allow devious follower as long they don't enslave the player, because until then it's just a follower who is devious and wan't to get paid for the work ?

if this don't work, maybe a option to register follower by target?

Edited by Xerxes_40
Posted
On 3/8/2023 at 7:09 PM, HexBolt8 said:

The net result is a character that's incompatible with most mods that work well with other followers.

From my experience, the only multifollower system that works fine with Serana (and, mainly, with also Serana Dialogue Addon SDA) is Nether Follower Framework (NFF) with its "import" function.

Still, is not a good idea to force her into some mods like the ones you named.

Posted
On 3/23/2023 at 9:04 AM, Xerxes_40 said:

if this don't work, maybe a option to register follower by target?

Enslaving Devious Followers has the potential to cause major incompatibility issues so it won't be happening- sorry

Posted
On 3/23/2023 at 11:42 PM, Chocolatnave said:

Any plans on adding SlaveTats support?

Not currently - although I might consider it if there was enough support for the idea

Posted
24 minutes ago, Bane Master said:

Not currently - although I might consider it if there was enough support for the idea

 

When you get your followers back, there might be no harm in their looking like the Horkneys and Warholics had been practising their early creative writing and artistic works on them ... ? 

Posted (edited)

What's New in Version 1.11

Released 

  • Added Individual Outfits can now be enabled/disabled via an MCM Outfits Page (newly added outfits are enabled by default)
  • Added a number of new Devious/Zaz Outfits to SlaveOutfits.json (thanks to Corsec for providing)

 

Edited by Bane Master
Posted
3 hours ago, Bane Master said:

What's New in Version 1.11

Released 4 minutes ago

  • Added Individual Outfits can now be enabled/disabled via an MCM Outfits Page (newly added outfits are enabled by default)
  • Added a number of new Devious/Zaz Outfits to SlaveOutfits.json (thanks to Corsec for providing)

 

 

LoversLab is still offering the previous filename Follower Slavery Mod V1.1 SE-LE.7z for download.

Posted (edited)
11 minutes ago, Herowynne said:

 

LoversLab is still offering the previous filename Follower Slavery Mod V1.1 SE-LE.7z for download.

Same here, just a naming thing or did the new version not go up? (Looking at the creation date of the esp, I suspect the latter.)

Edited by Talesien
Posted
51 minutes ago, Herowynne said:

LoversLab is still offering the previous filename Follower Slavery Mod V1.1 SE-LE.7z for download.

Something weird going on - tried re-upping seemed successful but then got the same 1.1 download again when I tested. So I tried clearing all cache data etc from my browser and re-upped yet again and now I get 1.11 when I D/L so hopefully should work for you as well now.

 

No idea why!

Posted
17 minutes ago, Bane Master said:

Something weird going on - tried re-upping seemed successful but then got the same 1.1 download again when I tested. So I tried clearing all cache data etc from my browser and re-upped yet again and now I get 1.11 when I D/L so hopefully should work for you as well now.

 

No idea why!

 

I am able to download the new file now. Thanks! ❤️

Posted
On 3/6/2023 at 8:24 PM, 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

 

On 3/7/2023 at 7:31 PM, ttpt said:

 

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.

 

I started a brand new SE game and honestly, the installation is a bit finicky, I had FSM in my load order from the very start and after every other mod had finished setting up and nothing else was pending, I did install and waited a bit and nothing happened.

 

To cut the story short, I used fallrimtools to clean the save from FSM, and then put in version 1.062, and still proceeded to wait a bit, but the mod finally installed, and then I did an upgrade to 1.1.

 

So the recommended strat is to not put FSM from the very start of the game, maybe go to coc qasmoke when you're ready, install and just stand around a couple of minutes not even getting near the MCM, and then hopefully is installs.

 

Initial setup seems to still be fairly finicky like that. I was lucky that I still had version 1.062, but I imagine that even if I didn't the save cleaning and waiting probably would have made it work on 1.1, provided nothing changed in the installation routines between, 1.062 and 1.1.

Posted (edited)
2 hours ago, ttpt said:

 

 

I started a brand new SE game and honestly, the installation is a bit finicky, I had FSM in my load order from the very start and after every other mod had finished setting up and nothing else was pending, I did install and waited a bit and nothing happened.

 

To cut the story short, I used fallrimtools to clean the save from FSM, and then put in version 1.062, and still proceeded to wait a bit, but the mod finally installed, and then I did an upgrade to 1.1.

 

So the recommended strat is to not put FSM from the very start of the game, maybe go to coc qasmoke when you're ready, install and just stand around a couple of minutes not even getting near the MCM, and then hopefully is installs.

 

Initial setup seems to still be fairly finicky like that. I was lucky that I still had version 1.062, but I imagine that even if I didn't the save cleaning and waiting probably would have made it work on 1.1, provided nothing changed in the installation routines between, 1.062 and 1.1.

Never had that happen to me (not with FSM that is) and honestly your description sounds more like you ran into the well known "and loved" SkyUI bug. Also, installing this mod at a later time is only advisable if you can place it at the very bottom of your LO (as with all mods installed after starting the game for the first time).
While this is made for Toys&Love, it applies to basically all mods that suffer from that bug, you might wish to test those solutions next time you hit upon that bug: https://virginmarie1.wixsite.com/toys/post/toys-mcm-or-other-mod-s-mcm-is-not-showing

Edited by Talesien

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