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Posted
8 hours ago, Bane Master said:

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

Yes. I'm running AE 1.6.640

Posted (edited)
On 4/2/2023 at 3:29 AM, 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 · 6 downloads

I installed the new version and so far so good. No hiccups. Installed on a new game which was always the issue and now the install works and MCM fields are populated.
Thank you!
 

 

Edited by GaliAli
Wrong logs posted
Posted
On 7/27/2022 at 10:07 AM, Bane Master said:

 

Once you have installed FSM you need to have a Dialogue with each of your followers to register them in FSM.  For EFF users  - don't just use the EFF custom menu, actually open a dialogue with them using the Talk option in the EFF menu.

None of my followers have that dialogue. LE

Posted
10 hours ago, xyzxyz said:

What does it mean?

Your Crosshair target (the Master you want to use) is not a valid Master.

 

Masters must either be have the ActorTypeNPC keyword or their race must be included in the "slaver_races" key  in the Utility.json file. The default valid slaver races are Falmer, Trolls and Snow Trolls.

 

Also they cannot be potential or current Followers, and Masters cannot have more than one FSM slave.

Posted (edited)
8 hours ago, xyzxyz said:

None of my followers have that dialogue

 There is no specific dialogue - opening any player dialogue with a follower will register them to FSM

Edited by Bane Master
Posted
9 hours ago, chimchimny said:

Yes. I'm running AE 1.6.640

 

8 hours ago, GaliAli said:

I installed the new version and so far so good. No hiccups. Installed on a new game which was always the issue and now the install works and MCM fields are populated.

 

Excellent - Since it seems to mitigate the SkyUI Init bug issue I'll release it, many thanks testing and feedback

Posted

What's New in Version 1.111

Released 

  • Optimised MCM code to reduce risk of issues due to the SkyUI MCM Initialization bug
  • Actors that are currently queued for Enslavement or Release will be excluded from FSM selection menus
Posted
1 hour ago, xyzxyz said:

Is there a setting that only the opposite gender of the slave gets/buys them?

No - but you can specify which genders (or none) Masters or Mistresses use as Sex Slaves

Posted
13 minutes ago, Bane Master said:

No - but you can specify which genders (or none) Masters or Mistresses use as Sex Slaves

That would be the next step^^ I've done that already but a setting that decides what masters can buy would increase the chance of sexual slavery.

Posted
17 hours ago, Bane Master said:

What's New in Version 1.111

Released Just now

  • Optimised MCM code to reduce risk of issues due to the SkyUI MCM Initialization bug
  • Actors that are currently queued for Enslavement or Release will be excluded from FSM selection menus

 

I couldn't get the init bug to happen, but that does mean it's actually more reliable this time around.

 

9 hours ago, xyzxyz said:

That would be the next step^^ I've done that already but a setting that decides what masters can buy would increase the chance of sexual slavery.

 

In the MCM in the list of master there's NPC femaes, you can actually toggle that one off and presumably it won't use them as random masters if that's what you want.

 

 

Also is there a way to attach the random enslavement script to a spell, like is it possible to create a spell that would set the affected target to get randomly enslaved?

Posted
5 hours ago, ttpt said:

I couldn't get the init bug to happen, but that does mean it's actually more reliable this time around.

Glad it is working for you as well

 

5 hours ago, ttpt said:

 

Also is there a way to attach the random enslavement script to a spell

Yes - you can enslave and free slaves via ModEvents the API notes are on the OP and also in fsm_utilityscript.psc

 

Posted

Sadly can't get it to work on VR. It installs normally but i keep getting a CTD as soon as someone forcegreets me.

I can only assume it's because of PapyrusUtil VR & SkyUI VR.

Quite a shame, really wanted to see this mod in action.

Posted
5 hours ago, Khiphoz said:

Sadly can't get it to work on VR. It installs normally but i keep getting a CTD as soon as someone forcegreets me.

I can only assume it's because of PapyrusUtil VR & SkyUI VR.

Quite a shame, really wanted to see this mod in action.

Yes - I'm pretty sure that's your problem, sadly there is no solution I am aware of.

Posted

I'm encountering a small issue where masters are unable to engage with enslaved followers. Each attempt FSM makes to initiate a scene the console just outputs that sexlab failed to find any animations. " [SEXLAB] - StartScene() - Failed to find valid animations "

 

I have like 600+ animations and other triggering mods like Defeat, SLEN, and Kidnapped Redux are still functioning.

I'm using SexLab PPLus v1.2.6.1 and Defeat SE v5.3.6 (Bane version) and I am not using Love & Toys and Devious Devices.

Posted (edited)
13 hours ago, krimsonxg said:

I have like 600+ animations and other triggering mods like Defeat, SLEN, and Kidnapped Redux are still functioning.

I'm using SexLab PPLus v1.2.6.1

There have been no other reports of this issue and I have not tested using SL PPlus so that's a possible cause. Maybe PPlus handles Tags differently? - I'll see if I can find some time to run a test.

 

I tested with PPlus installed on a new game and had no issues with FSM SL scenes starting.

 

I did also try upgrading a Vanilla SL existing game to PPLus but this method of installing PPlus made Sexlab unstable in my setup so I didn't test FSM with it.

 

Would you check that your FSM AnimationTags.json is installed and valid please.

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

There have been no other reports of this issue and I have not tested using SL PPlus so that's a possible cause. Maybe PPlus handles Tags differently? - I'll see if I can find some time to run a test.

 

I tested with PPlus installed on a new game and had no issues with FSM SL scenes starting.

 

I did also try upgrading a Vanilla SL existing game to PPLus but this method of installing PPlus made Sexlab unstable in my setup so I didn't test FSM with it.

 

Would you check that your FSM AnimationTags.json is installed and valid please.

I'm using FSM v1.111 and the animation tags json is saved in "SKSE > Plugins > FSM > JC"
The tags are still the default ones for male master with female slave.

  • Include - MF, Aggressive
  • Exclude - Furniture, FF, Femdom, MM, Footjob

I have made edits for custom outfits in the outfits JSON and tested that those are working in-game so skyrim is seeing the JSONs. I'm going to try some tests by removing the "excluded" and "included" tags to see if I can just get any animation to play.

Just for references, I have these animations installed:

  • Anub's Reborn Human & Creature
  • Billyy's Animations v6.4
  • Milky Animations v2.3
  • Sailing Rebel Creature Animations v2.0
  • Psyche Animations v1.19
  • NCK30 Animations v3.6
  • RohZima's Animations
  • Nibbles v5.8.1
  • BakaFactory Animations Pack v5.40
  • ZaZ Animation Pack v8.0+

I have also been having issues with the Defeat v5.3.6 (BANE) not picking up Billyy's aggressive animations despite having tags meeting the criteria, so I may be having some strange tag issue going on under the hood.

 

EDIT: Alright...I have discovered my issue for the animations not firing which turned out to be OsmelMC's SexLab Utilities Plus that had been switched on and was overriding things in SLP+. Taking my modlist to the bare requirements I tested just SLU+ and for the life of me can't even get the FSM's enslavement trigger to fire even when everything is set to 100%. It also turns out the SLU+ did some crazy changes to the tags which was why half of my animations weren't even being recognized with the correct tags.

Edited by krimsonxg
Additional Information
Posted
6 hours ago, krimsonxg said:

I tested just SLU+ and for the life of me can't even get the FSM's enslavement trigger to fire even when everything is set to 100%

I'm using SLU+ in my current playthrough and scenes are working as expected, as no other reports of problems with SLU+ have been posted I suspect this is also an issue with your setup.

Posted

I don't know if it's been brought up, but would there be a way to add an event where a wandering Thalmor patrol would enlsave a follower and send them to Northwatch Keep (the Thalmor prison I think). If not that's alright, just an interesting suggestion I thought of.

Posted (edited)
1 hour ago, darkhold2500 said:

a wandering Thalmor patrol would enlsave a follower and send them to Northwatch Keep

It's an interesting suggestion, but sadly beyond my CK ability level I think 

Edited by Bane Master
Posted

I have a request, I've been trying to mod the utility script for my own use, but can't get the right combo of source scripts together to get them to compile without erroring, so I'll just ask instead.

 

Is it possible to add IsUnconscious to the list of checks if the actor is valid? This way I can just knockout an NPC instead of killing them if I need to free a slave if I don't want to pay to free them.

 

I know the MCM option is always available, but this would be slightly more immersive.

Posted
14 hours ago, Mushano said:

Is it possible to add IsUnconscious to the list of checks if the actor is valid?

 

14 hours ago, Mushano said:

This way I can just knockout an NPC instead of killing them if I need to free a slave

If your intention is to free them from an unconscious master then I would say you also require a dialogue for the slave when the master is unconscious to tell them that you are rescuing them - and when the master wakes up, if they were an upstanding member for the community  (not a bandit etc.)  they would no doubt report that their slave had been stolen.

 

This is an interesting idea but to do it properly (immersively) is a lot more complicated than just adding IsUnconscious to a script - I'll give it some thought but I can't promise it will be done any time soon

  • 2 weeks later...
Posted (edited)

Works like a charm. 

I wish there was a simple slavery mod that did this for PCs as well (every outcome mod is either broken or contains a big quest line).  Slavery would be nothing more complex than what the followers were experiencing, but with a chance to escape offered after the first or second sleep.   You can either get your stuff from a container, buy it back from the vendor, or kill the master.  After you escape, you can find your followers.

Edited by blackoperations

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