RJLbwb Posted May 15, 2023 Posted May 15, 2023 4 hours ago, Bane Master said: Was this on an new game, installing on a game in progress or an upgrade to the latest version? Also LE or SE? This is in SE, after updating in a game that was in progress.
Bane Master Posted May 15, 2023 Author Posted May 15, 2023 2 hours ago, RJLbwb said: This is in SE, after updating in a game that was in progress. OK - so the FSM menu was working with the previous version until you updated and then it was blank?
RJLbwb Posted May 15, 2023 Posted May 15, 2023 8 hours ago, Bane Master said: OK - so the FSM menu was working with the previous version until you updated and then it was blank? Yes. It borked with the update.
Bane Master Posted May 16, 2023 Author Posted May 16, 2023 9 hours ago, RJLbwb said: Yes. It borked with the update. Hmmm - I'll take a look to see if I can spot any issues with the update code but I would expect more reports of the problem if it's buggy. Were you updating from 1.111?
RJLbwb Posted May 16, 2023 Posted May 16, 2023 4 hours ago, Bane Master said: Hmmm - I'll take a look to see if I can spot any issues with the update code but I would expect more reports of the problem if it's buggy. Were you updating from 1.111? I think I skipped an update or two.
Bane Master Posted May 16, 2023 Author Posted May 16, 2023 8 hours ago, RJLbwb said: I think I skipped an update or two. Ok - the update to the (then) new internal MCM init system was developed from the previous version, so if you had missed some updates that may have glitched it. Would also explain why there haven't been issues for other users. You shouldn't have any more problems going forward.
ttpt Posted May 16, 2023 Posted May 16, 2023 I think at this point the MCM issue seems to be pretty sporadic and inconsistent, and even when it happened to me the solution was always to just kind of relaunch the game and attempt to install again until it worked.. Not the most elegant solution, but there's probably some other mod or process just kind of interrupting it along the way. Reminds me of when sexlab shrines seemed to have issues with it until you switched to jcontainers. Just something seemingly completely unrelated causing issues.
Bane Master Posted May 17, 2023 Author Posted May 17, 2023 9 hours ago, ttpt said: Just something seemingly completely unrelated causing issues. Welcome to Skyrim! ?
Chazman89 Posted May 18, 2023 Posted May 18, 2023 Ran into this mod while browsing the site yesterday, and decided to install it. However, I am running into an issue where the game crashes shortly after activating the mod in game. Is this possible related to the MCM issues mentioned above by others?
Bane Master Posted May 18, 2023 Author Posted May 18, 2023 3 hours ago, Chazman89 said: Is this possible related to the MCM issues mentioned above by others? FSM is not currently compatible with VR due to issues with PapyrusUtil VR. If you try to use FSM with VR you will experience crashes - other than that there have been no reports of this.
Chazman89 Posted May 18, 2023 Posted May 18, 2023 4 minutes ago, Bane Master said: FSM is not currently compatible with VR due to issues with PapyrusUtil VR. If you try to use FSM with VR you will experience crashes - other than that there have been no reports of this. Not playing in VR. I am on AE. I'll grab a papyrus log next time I get the chance to play. 1
Hex Bolt Posted May 19, 2023 Posted May 19, 2023 52 minutes ago, squidwardnutsack said: Sorry if this question is stupid but, does anyone know if this mod is compatible/functional with Devious Followers? ("Devious Followers - Continued SE 2.14.5" to be specific) It's right there on the mod page. 3
safado Posted May 19, 2023 Posted May 19, 2023 1 hour ago, squidwardnutsack said: Sorry if this question is stupid but, does anyone know if this mod is compatible/functional with Devious Followers? ("Devious Followers - Continued SE 2.14.5" to be specific) BaneMaster invested hours of his finite life writing the description page. 858 words 5075 characters 44 paragraphs 117 lines Not doing a 5 minutes reading and instead waiting hours for an answer, priceless. The answer that you seek is at the bottom of the description page. 3
NNS10 Posted May 20, 2023 Posted May 20, 2023 (edited) If using with the Death Alternative mod, do we need to make sure Follower behavior on party defeat is set to nothing? (So that the follower is not dismissed) Or does this mod take DA into account? Asking since there is a downside to setting behavior to not dismiss. If the DA outcome is not an enslavement outcome, the follower not dismissing might cause issues. Edited May 20, 2023 by NNS10
santeras Posted May 20, 2023 Posted May 20, 2023 I'm using this mod with Defeat and multiple followers through NFF, and it's annoying that I'm only able to get one follower raped/enslaved at a time (with 100% chance). Having to go back for each individual follower just kills so much time. Is this just a Defeat issue, or am I missing something?
ttpt Posted May 20, 2023 Posted May 20, 2023 1 hour ago, santeras said: I'm using this mod with Defeat and multiple followers through NFF, and it's annoying that I'm only able to get one follower raped/enslaved at a time (with 100% chance). Having to go back for each individual follower just kills so much time. Is this just a Defeat issue, or am I missing something? There's a limit of one enslaved follower per valid enemy, so it's possible that if you're getting defeated by a single enemy then that would happen. I use Defeat and multiple follower can get enslaved at a time when the post defeat outcome from Defeat is set to the one that let's you run away. If what's you're looking for is a complete party wipe than I would suggest having the outcome of defeat send you to simple slavery in which case SS will probably distribute you and youre followers all over the place.
Kruggar Posted May 20, 2023 Posted May 20, 2023 (edited) Will it work with follows with their own framework? Like serana dialogue add-on, sofia, remiel, etc? If not, then will there be a patch in future for it? Edited May 20, 2023 by Kruggar
Bane Master Posted May 20, 2023 Author Posted May 20, 2023 20 hours ago, NNS10 said: If using with the Death Alternative mod, do we need to make sure Follower behavior on party defeat is set to nothing? (So that the follower is not dismissed) It's your choice, if you don't then the DA outcome will take precedence - if the follower is dismissed by DA they won't be processed by FSM as they are no longer a valid target for enslavement. 1
Bane Master Posted May 20, 2023 Author Posted May 20, 2023 12 hours ago, Kruggar said: Will it work with follows with their own framework? Like serana dialogue add-on, sofia, remiel, etc? If not, then will there be a patch in future for it? I would not recommend using FSM with non-standard or highly modded followers. There are no plans for patches.
Martianman686 Posted May 22, 2023 Posted May 22, 2023 Really neat mod! I'm noticing on the slave gear tab that there are two sections with titles "male" and "female" which make it seem like only males can use something like zbf cuffs for example. Are these options for both or are the zbf cuffs ONLY for the males and not females, etc.? Is there a way to allow followers to keep their wigs/hair pieces?
Bane Master Posted May 22, 2023 Author Posted May 22, 2023 4 hours ago, Martianman686 said: Are these options for both or are the zbf cuffs ONLY for the males and not females, etc.? They are male and female exclusive from the MCM but you can add the same outfit to the male and female groups in SlaveOutfits.json and thus make it available to both. 4 hours ago, Martianman686 said: Is there a way to allow followers to keep their wigs/hair pieces? Do they have a specific keyword or other reliable identifier that I can use to filter them? 1
DonQuiWho Posted May 23, 2023 Posted May 23, 2023 Hi @Bane Master Trust you're well and doing OK Couple of quickish queries 1 - I have never ever had anyone in an inn say they have seen my captured followers. Their names all come up OK in conversation - there's 3 out there right now - but seen they never have been. I know where they are (without looking at the mod's MCM, as each has a 'Tag & Track' mod marker, but even going to places fairly nearby, they have vanished beyond the known realms. Assuming that I have done something wrong - the default option! - what ARE the parameters for being told by NPCs just where they are, please? 2 - I had one captured at Bilegulch Mine. I went back and killed all the bandits in the mine encampment and interior. talking to her gave no text to release her. So I looked into the MCM and checked that, yues, she was supposed to be there, both Hold and Location, but the bandit supposedly holding her was not to be found amongst the massed carcases of the hacked and slain. Had to free her via the MCM in the end - smart move incorporating that failsafe, so thanks vm! Any ideas as to cause, though? I was wondering if my game might have 'transient bandit syndrome'. I do use a couple of bandit generating mods, oiver and above OBIS, but it had never crossed my mind that they might recycle the baddies on the PC's entry and departure from a location, like some of the Populated mods NPCs do. Would FSM be able to stabalise their presence if that was what was happening? No need to bust a gut on it if it is and it's not an easy fix, as it's possibly just another oddity in the Skyrim wilderness of weirdness, and one that's easy to work round 3 - When I have got followers back, they inConveniently seem to be missing their horses. And seem very reluctant to buy another. Not sure if Convenient Horses has a limit available to use, but is this likely to be a product of the followers' dismissal on capture? If so, I'll probably need to go look at the Nexus Forum to see if I can sort that, but I was half hoping someone here might have had this and knows of a fix TIA for any thoughts DQW
ttpt Posted May 23, 2023 Posted May 23, 2023 7 hours ago, Martianman686 said: Really neat mod! I'm noticing on the slave gear tab that there are two sections with titles "male" and "female" which make it seem like only males can use something like zbf cuffs for example. Are these options for both or are the zbf cuffs ONLY for the males and not females, etc.? Is there a way to allow followers to keep their wigs/hair pieces? I've taken to adding sexlabnostrip and magicdisallowenchanting keywords via TESEDIT to wigs I use to basically avoid this problem with various mods, this one included. It's probably the easiest solution instead of having mods get weird with other detection solutions. 3
Bane Master Posted May 23, 2023 Author Posted May 23, 2023 8 hours ago, DonQuiWho said: I have never ever had anyone in an inn say they have seen my captured followers. The requirements for this are fairly specific: The Innkeeper must be IsInSameCurrentLocAsRefAlias as the Slave and the Location must either have the keyword LocTypeCity or the keyword LocTypeHabitationHasInn Dialogue and it's associated conditions are not my strong point so any suggestions as to how these might be better implemented gratefully received! 8 hours ago, DonQuiWho said: I had one captured at Bilegulch Mine. Not sure about this one - the Master is put into an FSM alias so they will persist if a Temporary Ref, but AFAIK that wouldn't necessarily stop another mod from explicitly deleting them which would indeed cause issues for FSM. Do you have this save (before clearing the mine) still - if so load it up and sqv xx000d62 in the console - the Slave will be in the one of the refaliases Slave000 - Slave 005. The master should be in the matching Master refalias. If the matching master Ref is empty then that's the issue, if the master is in the Refalias then something else is going on. 8 hours ago, DonQuiWho said: When I have got followers back, they inConveniently seem to be missing their horses. Can't really help with this one other than to say FSM mirrors the standard framework methods to dismiss and recruit followers
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now