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Posted (edited)
5 hours ago, Bane Master said:

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.

 

 

OK, here's the console sqv results.  In pairs, one pair per save reloaded ( I keep almost ALL my saves.  Current game is at just over 4000 ? )

 

1st Pair:  Arriving Bilegulch, Follower enslaved, bandits in outside areas dead.  Not progressed to interior.  4 enslaved; 4 masters

 

2nd pair:  Cleared out interior.  Party just inside main door before exiting.  4 enslaved; still 4 masters

 

3rd Pair:  Follower released via FSM MCM.  3 enslaved; 3 masters.  After Slave 002 and Master 002 cleared

 

That any help?

 

 

SkyrimSE 2023-05-23 15-30-04-090.jpg

 

SkyrimSE 2023-05-23 15-30-08-900.jpg

 

===========================================

 

SkyrimSE 2023-05-23 15-33-41-520.jpg

 

SkyrimSE 2023-05-23 15-33-43-687.jpg

 

=========================================

 

SkyrimSE 2023-05-23 15-34-48-454.jpg

 

SkyrimSE 2023-05-23 15-34-50-393.jpg

Edited by DonQuiWho
Posted
40 minutes ago, DonQuiWho said:

That any help?

Well we should be able to work something out from here.

 

After the clear Master002 is still populated which is interesting as the Alias Script has an OnDeath Event that should always release the slave...

Spoiler


Event OnDeath(Actor akKiller)
	UnregisterForUpdateGameTime()
	Actor kMaster = Self.GetActorReference()
	If PlayerRef.GetDistance(kSlave) < 2048.0 ;100'
		bRecruit = true
	EndIf
	If bRecruit && fsm_iGearMode.GetValueInt() == 0 	;In Buy Back mode with Player Present -> Put Gear on Master's Corpse
		ObjectReference kSlaveChest = StorageUtil.GetFormValue(kMaster, "fsm_SlaveGearChest") As ObjectReference
		kSlaveChest.RemoveAllItems(kMaster, false, false)
	ElseIf fsm_iGearMode.GetValueInt() < 2 				;In Return mode or Buy Back Mode with Player absent -> Set to Remote Return Gear 
		StorageUtil.SetIntValue(kSlave, "fsm_RemoteWithGear", 1)
	Else												;In Delete mode -> Set to Remote Delete gear
		StorageUtil.SetIntValue(kSlave, "fsm_RemoteWithGear", 0)
	EndIf
	(Self.GetOwningQuest() As fsm_utilityscript).SellSlave(kMaster, bRecruit)
EndEvent
data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

So... either that code is failing or the master is still alive and hidden from you in some way

 

The actor FF00203A is selected as Master by FSM as they are the Boss Ref defined in Bilegulch Mine Location and so should be the Bandit Leader of the mine. I wonder if they are being moved/changed by one of your other addons.

 

Easiest test would be to load "2nd pair:  Cleared out interior.  Party just inside main door before exiting.  4 enslaved; still 4 masters" and then Console PRID FF00203A and see if they are alive or dead.

 

If they are alive then try moving the player to them to see where the heck they are and if they are enabled etc.

Posted (edited)
37 minutes ago, Bane Master said:

Well we should be able to work something out from here.

 

After the clear Master002 is still populated which is interesting as the Alias Script has an OnDeath Event that should always release the slave...

  Reveal hidden contents

 

 

Event OnDeath(Actor akKiller)
	UnregisterForUpdateGameTime()
	Actor kMaster = Self.GetActorReference()
	If PlayerRef.GetDistance(kSlave) < 2048.0 ;100'
		bRecruit = true
	EndIf
	If bRecruit && fsm_iGearMode.GetValueInt() == 0 	;In Buy Back mode with Player Present -> Put Gear on Master's Corpse
		ObjectReference kSlaveChest = StorageUtil.GetFormValue(kMaster, "fsm_SlaveGearChest") As ObjectReference
		kSlaveChest.RemoveAllItems(kMaster, false, false)
	ElseIf fsm_iGearMode.GetValueInt() < 2 				;In Return mode or Buy Back Mode with Player absent -> Set to Remote Return Gear 
		StorageUtil.SetIntValue(kSlave, "fsm_RemoteWithGear", 1)
	Else												;In Delete mode -> Set to Remote Delete gear
		StorageUtil.SetIntValue(kSlave, "fsm_RemoteWithGear", 0)
	EndIf
	(Self.GetOwningQuest() As fsm_utilityscript).SellSlave(kMaster, bRecruit)
EndEvent
data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

 

So... either that code is failing or the master is still alive and hidden from you in some way

 

The actor FF00203A is selected as Master by FSM as they are the Boss Ref defined in Bilegulch Mine Location and so should be the Bandit Leader of the mine. I wonder if they are being moved/changed by one of your other addons.

 

Easiest test would be to load "2nd pair:  Cleared out interior.  Party just inside main door before exiting.  4 enslaved; still 4 masters" and then Console PRID FF00203A and see if they are alive or dead.

 

If they are alive then try moving the player to them to see where the heck they are and if they are enabled etc.

 

Coming out the mine

 

707120568_SkyrimSE2023-05-2317-15-18-738.jpg.7d5ac023f9036cf918221fc15c34fb9f.jpg

628198202_SkyrimSE2023-05-2317-16-37-327.jpg.3c64fb18189b8cb0ee22aa1478841a41.jpg

 

Prid takes you here.  Not an bandit in sight

 

1313684300_SkyrimSE2023-05-2317-16-59-594.jpg.eee5e09049c82efec2f69aa529e2803b.jpg

 

That is located between where the Follower is enslaved in the entrance hut

SkyrimSE 2023-05-23 17-17-55-651.jpg

 

and the bottom of the stairs leading to the higher level

SkyrimSE 2023-05-23 17-18-00-777.jpg

 

The Bandit Chief now dead in the mine is this unfriendly chap

 

SkyrimSE 2023-05-23 17-18-42-295.jpg

 

and here's what he is

 

SkyrimSE 2023-05-23 17-18-56-379.jpg

985405696_SkyrimSE2023-05-2317-18-56-379.jpg.2df2bc7e8fb87b68061d29f739c00539.jpg

 

There are some bandits in the mine called Slaver Bandits.  I think that they come from of the Buxom Wench/Yuriana mods as one of the captives to be rescued was in the mine cage

 

This one

 

https://www.nexusmods.com/skyrim/mods/77903

 

and in particular its

Captured Wenches Quest:

They're probably screwing around with things.  I need to go look for one of the others held elsewhere

 

Hope that's helpful though

 

DQW

 

Edited by DonQuiWho
Posted

So - the Master is indeed alive (Health 319) which is why the Slave is still enslaved. Also they appear to be disabled - or at least are invisible in some way.

 

Afraid it looks like one of your mods must be making changes not sure what can be done about that.

 

 

Posted
6 hours ago, Bane Master said:

So - the Master is indeed alive (Health 319) which is why the Slave is still enslaved. Also they appear to be disabled - or at least are invisible in some way.

 

Afraid it looks like one of your mods must be making changes not sure what can be done about that.

 

 

 

Yeah! ?

 

But not the end of the world ....

 

Thanks for looking, tho!

 

DQW

 

 

Posted (edited)
6 hours ago, DonQuiWho said:

and the bottom of the stairs leading to the higher level

Are those your followers or did you go onto a PAHE shopping spree? ?

I mean, I have some trouble keeping my followers DD-less ?

Edited by donttouchmethere
Posted
21 minutes ago, DonQuiWho said:

But not the end of the world ....

 

15 minutes ago, donttouchmethere said:

oh oh, I have that installed too ?

 

I have an idea for a possible workaround - although it will only work if my guess that the Master is disabled is correct.

 

I could add a dialogue branch to slaves that appears if their Master is disabled, something along the lines of "Come on, we're getting out of here..." which will trigger the slave's release and recruitment.

 

I'll try and create a test version tomorrow.

 

Posted (edited)
9 minutes ago, Bane Master said:

I could add a dialogue branch to slaves that appears if their Master is disabled, something along the lines of "Come on, we're getting out of here..." which will trigger the slave's release and recruitment.

Splendid!

With all those mod combos out there it's always good to have an emergency workaround that doesn't feel like debugging.

 

Edited by donttouchmethere
Posted
2 hours ago, donttouchmethere said:

Are those your followers or did you go onto a PAHE shopping spree? ?

I mean, I have some trouble keeping my followers DD-less ?

 

They're a mix. 

 

3 x Standard Followers.  No DDs equipped here, but they can get DDs added via DCL or from Bane's Defeat + AndrewLRG addon.  Adds a need for careful management of keyholdings etc :smile: 

 

1 x PAHE enslaved bandida - decked out in the full DD chain set from DCL, + ZAZ's zbf Leather Gag

 

2 x NPCs, as bedecked in their standard equipped initial DD outfit, from

 

 

Hope that helps

 

DQW

 

 

 

Posted (edited)
9 hours ago, DonQuiWho said:

There are some bandits in the mine called Slaver Bandits.

 

2 hours ago, Bane Master said:

 

 

I have an idea for a possible workaround - although it will only work if my guess that the Master is disabled is correct.

 

I could add a dialogue branch to slaves that appears if their Master is disabled, something along the lines of "Come on, we're getting out of here..." which will trigger the slave's release and recruitment.

 

I'll try and create a test version tomorrow.

 

Now I remember!

All the wench mod NPC are odd. My uneducated guess is that the wenches NPC  get their refID recycled instead of generating a new one (walking on thin ice here, pls correct me if I'm too far off).

They also make bad PAHE slaves, because they will revert back to be a wench related NPC even if they got killed by PAHE and cloned (after a while).

I had wench PAHE slaves that suddenly became traveling wenches again (inclusive wench bodyguard and outfits) and just walked out of my cosy ETR dungeon.

They showed superior pathfinding by opening all dungeon related gates and left thru the HF player home cellar.

Also Wench NPC get respawned regularly. Means while traveling they will at some point get teleported into a holing cell and get spawned back to their scripted path.

I believe Hentai Creatures (MNC) do something like that too after being spawned once they will be stored in a cell for later use if they get despawned by the player.

Edited by donttouchmethere
Posted (edited)
On 3/11/2023 at 7:41 AM, Bane Master said:

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.

 

NFF Ignore Token for Nether's Follower Framework:

 

"__formData|nwsFollowerFramework.esp|0x1CFC8D"

 

How would I go about adding Falmer/Troll locations to the Masters.json?  Can I just put in Blackreach areas and it will work?

Edited by Xarius
Posted
23 minutes ago, Xarius said:

NFF Ignore Token for Nether's Follower Framework:

I will add to the next release

 

 

26 minutes ago, Xarius said:

How would I go about adding Falmer/Troll locations to the Masters.json?  Can I just put in Blackreach areas and it will work?

 

You can add a location as long as it has a Location Ref Type "Boss" containing a valid master. Locations without a Boss or with a Boss who is not a valid Master will be ignored.

Posted

What's New in Version 1.13

Released 

  • Dialogue with a slave whose Master has been disabled by another mod will free them from Enslavement
  • Added Nether's Follower Framework NFF Ignore Token to the ignored item list when stripping Followers
Posted

Have the captured wenches in my load order, too. Fortunately never ran into a conflict  with FSM. But good to hear if it happens, that there's a lorefriendly solution now.

Once you started this mod I said, this could develope to something great. And it did! I prefer to  play not enslaveable character, but I absolutely love when followeres are enslaved sometime and I can rescue them. FSM is one of my favourite mods and I simply want to say thank you!

Posted
7 hours ago, Bane Master said:

What's New in Version 1.13

Released Just now

  • Dialogue with a slave whose Master has been disabled by another mod will free them from Enslavement
  • Added Nether's Follower Framework NFF Ignore Token to the ignored item list when stripping Followers

 

Thanks

 

I'll give this a try when I can.  Sounds a nice, simple, solution!

 

DQW

Posted
13 hours ago, DonQuiWho said:

 

Thanks

 

I'll give this a try when I can.  Sounds a nice, simple, solution!

 

DQW

 @Bane Master

 

Checked 1.13 on the same save as above and the new text works fine.  So, the problem, he's gone  ?

 

Thanks again

 

DQW

Posted

Hi I've only just started modding on pc very recently and I could do with some help I downloaded this mod and I've installed and everything but there's no owners in the owner section it just says json file 0 and the same thing for the outfits I hope that someone could help me out with this thanks

Posted
20 hours ago, adamsc said:

Hi I've only just started modding on pc very recently and I could do with some help I downloaded this mod and I've installed and everything but there's no owners in the owner section it just says json file 0 and the same thing for the outfits I hope that someone could help me out with this thanks

Have you installed the correct version PapyrusUtil SE (or the LE version if you are still using LE).

 

 

Posted
1 hour ago, Bane Master said:

Have you installed the correct version PapyrusUtil SE (or the LE version if you are still using LE).

 

 

i have installed Version 4.4 for SKSE 2.2.2, Skyrim 1.6.640, & Address Library  so i believe that that is the correct version unless i'm mistaken 

Posted
4 hours ago, adamsc said:

i have installed Version 4.4 for SKSE 2.2.2, Skyrim 1.6.640, & Address Library  so i believe that that is the correct version unless i'm mistaken 

OK - do you have the latest version of JContainers?

 

Also - some mods have older versions of PapyrusUtil or JC bundled with them so make sure these two are at the bottom of your load order so nothing can overwrite them with older versions.

Posted
37 minutes ago, Bane Master said:

OK - do you have the latest version of JContainers?

 

Also - some mods have older versions of PapyrusUtil or JC bundled with them so make sure these two are at the bottom of your load order so nothing can overwrite them with older versions.

Yeah I have the latest version of that as well i'm not sure about bundled stuff though as I use mod manager 2 so would I have to move the plugins about or something ?

Posted
2 hours ago, adamsc said:

I have to move the plugins about or something ?

As PapyrusUtil and JC don't have ESPs all you need to do is move them in the Left Pane so that they are at the bottom of your Mods list (i.e. have the highest priority numbers)

 

You shouldn't see a red - in the conflicts column for them (a green + is fine)  

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