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Posted (edited)
2 hours ago, Talesien said:

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

 

Nah, I can tell you with 100% certainty it's not an MCM bug issue, the mod's MCM shows up, it's a problem with the install routine that the mod has, Like the big "install" button that the mod has on it's MCM. You also mention the 125 mod limit for MCM on the link, which is true but it doesn't apply in this case because the FSM MCM shows up, and I actually run MCM mods both in LE and SE that increase this limit.

 

Earlier versions of the mod didn't have the install and it was actually easier for the mod to not install properly because of it. I even quoted myself telling someone else to just give a bit to finish installing before touching the MCM again. Which actually worked for me, but only after doing a clean install and trying with an older version, but I assume a newer version would work in those circumstances too, just as long as the install routine hasn't changed.

 

The mod is working perfectly fine for me right now. I'm just basically posting to give a recommendation to not install it on a new game launch and just put it after every other mod has for sure finished initializing. This way people don't have to go around cleaning saves and they just park themselves in a isolated cell before launching the installation routine.

 

This is a all on SE, but I've played around with the mod for a while in LE and ran into a similar issue with initialization. I do get it to eventually work every time because I like it every much.

 

EDIT: I think the crux of your confusion was people mentioning "install" and the MCM resetting console commands, but those really don't apply, because in both cases we're talking about the "install" button that show in the FSM MCM on first launch, which means the MCM has loaded correctly..

Edited by ttpt
Posted

Oh, and because I wanna be extra useful, adding actors to the potential list of slavers require you to add them to the JSON list by refID, and getting that refID, requires you to either click on them in game or fishing that information vie xEDIt, which I've done but it's a bit tedious.

 

https://www.nexusmods.com/skyrimspecialedition/mods/87787

 

Luckily someone posted a new xEDIT script that gets you the refID, so that should be nice if people wanna add NPCs from city mods or bandit mods and what have you easily into the JSON files. Coincidentally I had already done a few of this even before script was out but I had never posted the JSON here.

 

Populated Skyrim AIO.esp and TES Arena - Skyrim Frontier Fortress.esp are LE only, but if SE just fails to find the masters it really does no harm SexlabSkoomaWhore.esp. Devious Lore.esp. SL Survival.esp. Public Whore.esp. SLUTS.esp. hydra_slavegirls.esp. have the same refIDs both in LE and SE so they work just fine in both.

Masters.json

Posted
5 hours ago, ttpt said:

 

Nah, I can tell you with 100% certainty it's not an MCM bug issue, the mod's MCM shows up, it's a problem with the install routine that the mod has,

The strange thing is that in thousands of downloads and with hundreds of users there are only 3 or 4 reports of this issue.

 

The code that shows the initialisation or main menu is very simple

 

Event OnConfigOpen()
	If !GetIntValue(none, "fsm_bIsMCMInstalled")
		strMyPages = Pages
		Pages = New string[1]
		Pages[0] = "Install"
	EndIf
EndEvent

Event OnPageReset(string page)
SetTitleText("Follower Slavery Mod V" + FSM.DisplayVersion())
strPage = page
Int iFlag
kXHairTarget = Game.GetCurrentCrosshairRef() as Actor
If !GetIntValue(none, "fsm_bIsMCMInstalled")
		SetCursorFillMode(TOP_TO_BOTTOM)
		AddHeaderOption("FSM Installer")
		AddTextOptionST("STATE_fsmInstall","Install Plugins", "BEGIN")
	Else
				If (page == "System Settings")
				[...usual MCM menu stuff]

 

And when you click install

 

		SetTextOptionValueST("EXIT ALL MENUS...", true, "STATE_fsmInstall")
		SetOptionFlagsST(OPTION_FLAG_DISABLED, false)
		SetIntValue(none, "fsm_bIsMCMInstalled", 1)
		utility.Wait(0.1)
		Pages = strMyPages	
		debug.notification("FSM is installing...")
		(Quest.GetQuest("fsm_PluginManagerQuest") as fsm_pluginmanagerscript).UpdatePlugins()

 

I suspect it is as @VirginMarie suggested in her reply to you on 08/03 "Since the MCM for this mod was showing up, the 128 limit was not the issue. It was instead the SkyUI bug, triggered by too much load at startup, where some mods never initialize."

 

That said - if anyone can spot a bug in the code that would cause this I'd be delighted to fix it! 

 

If you are willing to post a complete log of your new game install experience I'd be very happy to review it to see if I can spot the issue

Posted
7 minutes ago, Kruggar said:

Hey love your mod, but is there any way to apply slavetats to our followers when they get enslaved?

That's three votes... any more?

Posted
6 hours ago, ttpt said:

Nah, I can tell you with 100% certainty it's not an MCM bug issue, the mod's MCM shows up, it's a problem with the install routine that the mod has, Like the big "install" button that the mod has on it's MCM. You also mention the 125 mod limit for MCM on the link, which is true but it doesn't apply in this case because the FSM MCM shows up, and I actually run MCM mods both in LE and SE that increase this limit.

It shows up, but does it work? When I get that bug, for some reason usually with Cursed Loot, the DCL MCM shows up just fine. The problem is, it's dead. If I click on any of the menus topics, the corresponding MCM page does not show up. MCM not showing up is one way of the bug manifesting itself, MCM there but dead is another.
 

Posted (edited)

So one of my followers was sold to the same owner as the player and now she just runs behind him. Will anything happen with her?

And after I was freed from SD+ another follower that was sold of suddenly appeared next to me after a fasttravel like nothing ever happened.

Edited by xyzxyz
Posted (edited)
12 hours ago, Bane Master said:

And when you click install

 

		SetTextOptionValueST("EXIT ALL MENUS...", true, "STATE_fsmInstall")
		SetOptionFlagsST(OPTION_FLAG_DISABLED, false)
		SetIntValue(none, "fsm_bIsMCMInstalled", 1)
		utility.Wait(0.1)
		Pages = strMyPages	
		debug.notification("FSM is installing...")
		(Quest.GetQuest("fsm_PluginManagerQuest") as fsm_pluginmanagerscript).UpdatePlugins()

 

I suspect it is as @VirginMarie suggested in her reply to you on 08/03 "Since the MCM for this mod was showing up, the 128 limit was not the issue. It was instead the SkyUI bug, triggered by too much load at startup, where some mods never initialize."

 

That said - if anyone can spot a bug in the code that would cause this I'd be delighted to fix it! 

 

If you are willing to post a complete log of your new game install experience I'd be very happy to review it to see if I can spot the issue

 

The bug did happen when starting a brand new game with FSM, I only pressed install like 15 minutes later when I was way away from the LAL intro cell and loaded my ass into qasmoke, it is entirely possible that something might have bugged out with the initialization at that point but I have other theories too.

 

11 hours ago, Talesien said:

It shows up, but does it work? When I get that bug, for some reason usually with Cursed Loot, the DCL MCM shows up just fine. The problem is, it's dead. If I click on any of the menus topics, the corresponding MCM page does not show up. MCM not showing up is one way of the bug manifesting itself, MCM there but dead is another.
 

 

 

This seems likely, yeah, the MCM shows up, and the only option in the FSM MCM at the point is "install", which is exactly the behavior that is expected. Pressing it and going back after say 1 minute of no more notifications still just shows up "install", so the MCM does not seem to have updated.

 

Pressing "install" does start giving me the notification of things initializing, like the several internal plugins for defeat and SD, so I'm leaning towards something not going right at the "fsm_pluginmanagerscript" step of the process though. SD and Defeat had been activated on their own MCM at that point too, but I feel like since both of them have their own initialization routines on a new game things might have a problem there.

 

The way I fixed it was by just cleaning the save of FSM and just putting it on again, which actually allowed the "install" routine to finish. Also waiting like 5 minutes in qasmoke after pressing install and exiting the MCM, just basically not touching anything. Still the best idea I feel is to just add FSM later to the game in the process of starting a new game, instead of having it on since the very start. But, I had also run into this problem with an older game where FSM got added somewhere through, I think this is part of the reason there's a whole "install" button now.

 

A way to see where in the process things are failing is to maybe have another notification telling you that the the mod has finished installing. I remember iNeed is a little finicky on it's install too, like if you activate it but then go back to the MCM before it's finished doing its stuff you're very likely to break it. that's why iNeed has notifications telling you when it's done doing stuff and you can access its MCM safely.

 

Basically the problem is just boiled down to, how long do you have to wait before you can be certain the mod is done initializing and it's safe to touch the MCM again. It may be longer than a minute, but maybe 5 minutes is too long, or it's just right, I'm uncertain.

 

I'll see if I can get around to starting a new game and giving it a few minutes before "install" and then see if things go right this time around or if stuff doesn't work out, then I'll post some logs.

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

so I'm leaning towards something not going right at the "fsm_pluginmanagerscript" step of the process though.

I think that's unlikely as the plugin manager does not have any direct influence over the MCM menu displaying - it just starts (or stops and restarts if updating) a list of quests which does not include the FSM MCM Quest. Hence the message you see when you hit Install

 

The only things that influences which menu displays in the MCM quest is the value of GetIntValue(none, "fsm_bIsMCMInstalled", 0) 

 

One thing I can try is using a lower latency method of calling the Plugin Manager Update function from the MCM install routine for you to test, in case waiting for the Plugin Manager's UpdatePlugins function to finish increases the opportunity for SkyUi to fail initialization in some setups.

 

Edit:

Here is a test version with the Function Call replaced by using StartQuest - this has much lower latency so see if it makes any difference in your setup

Follower Slavery Mod V1.111 MCM Latency Test SE-LE.7z

Edited by Bane Master
Added Test File
Posted
On 3/27/2023 at 10:04 AM, Bane Master said:

Here is a test version with the Function Call replaced by using StartQuest - this has much lower latency so see if it makes any difference in your setup

So - eight downloads of the test file, anyone have any feedback as to whether it makes a difference?

Posted
On 3/30/2023 at 5:13 AM, Bane Master said:

So - eight downloads of the test file, anyone have any feedback as to whether it makes a difference?

Hi, 
Not for me. I hit install in a new game and I get the notification that is installing but nothing happened in 15 minutes. The MCM was blank with the left panel just saying "Install".
I am using 1.11 again after purging the plugin with resaver and giving the install a few minutes to complete. so far so good. 
Thanks for your work btw!

Posted (edited)
4 hours ago, GaliAli said:

Hi, 
Not for me. I hit install in a new game and I get the notification that is installing but nothing happened in 15 minutes. The MCM was blank with the left panel just saying "Install".
I am using 1.11 again after purging the plugin with resaver and giving the install a few minutes to complete. so far so good. 
Thanks for your work btw!

Thanks for the feedback - I'm pretty sure this is SkyUI's initialisation fail bug, but it would be really useful to see a log of the install failing to confirm it (or otherwise) if anyone has one.

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

Thanks for the feedback - I'm pretty sure this is SkyUI's initialisation fail bug, but it would be really useful to see a log of the install failing to confirm it (or otherwise) if anyone has one.

No problem. FYI I had the same issue and solution with your FMEA mod with the same solution. If you let me know where to find the logs, I can test it next week again and send them to you.

Posted

Hey, I use NFF, idk if it has something to do with it, but i've faced 2 issues so far.

Whenever my follower gets enslaved by someone, if i don't rescue them for 4-5 days, they get removed from the MCM slave list, and i find them back at their default spawn location, with bondage devices on them. 

Another issue is, after this, the bondage devices on them don't come off. Could be from NFF's custom location outfit or not sure.
Is anyone else facing something like this?

Posted (edited)
2 hours ago, Kruggar said:

Hey, I use NFF, idk if it has something to do with it, but i've faced 2 issues so far.

Whenever my follower gets enslaved by someone, if i don't rescue them for 4-5 days, they get removed from the MCM slave list, and i find them back at their default spawn location, with bondage devices on them. 

Another issue is, after this, the bondage devices on them don't come off. Could be from NFF's custom location outfit or not sure.
Is anyone else facing something like this?

Is Follower escape enabled in the MCM - if so then likely your followers are escaping (leaving their gear behind) and returning home.

 

The bondage devices won't come off unless you have the appropriate key(s) in your player inventory

Edited by Bane Master
Posted (edited)
12 hours ago, GaliAli said:

No problem. FYI I had the same issue and solution with your FMEA mod with the same solution. If you let me know where to find the logs, I can test it next week again and send them to you.

That would be really helpful - many thanks.

 

@VirginMarie has written a helpful explanation of how to get a Papyrus Log here

 

When you test would you use this version please - I optimised the MCM scripts a little more to be sure the load on SkyUI during initialisation was as small as possible

 

 

 

 

Follower Slavery Mod V1.111 RC02 MCM Init Opt SE-LE.7z

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

Is Follower escape enabled in the MCM - if so then likely your followers are escaping (leaving their gear behind) and returning home.

 

The bondage devices won't come off unless you have the appropriate key(s) in your player inventory

Ah yes, follower escape was enabled. As for bondage devices, I think it was bugged, as even with keys i couldn't remove any devices (devices were not showing in inventory),. I removed them with console command "showinventory" and "removeitem" from followers, got them enslaved and freed them again, that worked, and now everything is working fine. 

 

Posted
12 hours ago, Bane Master said:

That would be really helpful - many thanks.

 

@VirginMarie has written a helpful explanation of how to get a Papyrus Log here

 

When you test would you use this version please - I optimised the MCM scripts a little more to be sure the load on SkyUI during initialisation was as small as possible

 

 

 

 

Follower Slavery Mod V1.111 RC02 MCM Init Opt SE-LE.7z 119.56 kB · 0 downloads

 

I've not had the time to play this last week, but I'll probably have some time later tonight I'll start a new game and try to recreate the init problem, and see if this fixes it.

 

The problem is that I don't necessarily get the init problem every time, so I wish I had kept a save where the problem was present.

Posted
11 hours ago, Kruggar said:

Ah yes, follower escape was enabled. As for bondage devices, I think it was bugged, as even with keys i couldn't remove any devices (devices were not showing in inventory),. I removed them with console command "showinventory" and "removeitem" from followers, got them enslaved and freed them again, that worked, and now everything is working fine. 

 

 

Not sure how EFF works, but if you use iAFT and its 'Manage Follower Outfit' option, the DD devices do NOT show in a text enquiry to 'show inventory' content - no 'worn items of any kind do - but rather show only when asking the follower what their 'current outfit' is, and the 'worn' outfit DDs will show there, and can be removed, BUT ONLY if you have a suitably matching key - if you don't they stay as 'worn' outfit items.

 

Hope that helps

Posted
18 hours ago, chimchimny said:

I had the install -> Blank MCM

I installed the MCM version ( a few posts earlier) and I now have all my menus back thanks

Glad to hear it's sorted - was that using Follower Slavery Mod V1.111 RC02 MCM Init Opt SE-LE?

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