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Posted

There NEEDS to be a netorare/cheating feature of this mod, maybe your follower will talk about how good their master fucked them, need persuasion to leave their captor, or won't have sex with PC or will use femdom/handjob animations, or they can run back into the service of their master if you fast travel, wait, or sleep, and the entire thing can be dependent on mcm settings or days spent in enslavement

Posted

This could just be because I'm using the same save that I modified before, but I can't get the "seen any slaves recently?" dialogue to work properly in the new update. The dialogue choice shows up but I can only ask about some slaves. For example, Currently there are five slaves in my game but only one ever shows up when I ask about slaves. It's the same slave each time and it has been a few in game weeks. I freed all my slaves before updating and I made sure there weren't any traces in the overwrite folder of the scripts I changed, but it would probably be best if someone else could verify that all 10 slave slots can be asked about in the dialogue

Posted (edited)
4 hours ago, johnhamm said:

verify that all 10 slave slots can be asked about in the dialogue

I can verify that it's a bug! it was a bug.

 

I should be able to get an updated version sorted within the day

 

Updated version released

 

What's New in Version 1.201

Released 

  • Fixed - Innkeeper rumours will now display for all slaves where appropriate

 

Version 1.200

  • Increased the number of followers that can be enslaved to 10
  • Devious Followers Interface - Pay for a Slave with debt or if you have no DF cut a deal and get one contracted to "administer" your loan
  • Slaves freed by their Master's death will now remain in their slave gear 
  • Dead Masters corpses may have keys to their slaves devices (chance configurable in the MCM)
  • Toggle to allow bought slaves to be left in their devices when handed over to the Player
  • Expanded random dialogues used when buying slaves - Thanks to EinarrTheRed  for ideas/inspiration
  • Slaves being transferred to a new masters will "fast travel" if not in LOS of the Player
Edited by Bane Master
Posted

just dropping by to say thank you for including the date (for update purposes) in the title of the topic, it really helps when browsing the forums to see if anything is new

Posted

I was just playing when I noticed an enslaved follower running into the distance away from their master. I checked the packages and scripts using informative console and I found that the slave had alias slave004 and the package to follow master004, but the master had alias master003, so I think there might have been a mismatch somewhere

Posted (edited)
1 hour ago, johnhamm said:

I was just playing when I noticed an enslaved follower running into the distance away from their master. I checked the packages and scripts using informative console and I found that the slave had alias slave004 and the package to follow master004, but the master had alias master003, so I think there might have been a mismatch somewhere

 

I've double checked the relevant code and I can't see how this can happen as the Alias pair index is set/retrieved at the beginning of any processing and never changes once set.

 

If you can find a way for me to reproduce this let me know (and send the relevant script log) and I'll take a look - otherwise not a lot I can do as I don't see this in my testing.

 

In the meantime I've added a trace to the Master allocation for slave transfer in case the new master fails to be allocated. I'm not sure how this would cause an issue like the one you reported but it's the only place I can think of where the process could fail.

 

I also found an incorrect script property whilst checking so have updated that.

What's New in Version 1.203

Released 

  • Fixed an incorrect script property
  • Fixed - Innkeeper rumours will now display for all slaves where appropriate
  • Added a trace to the script log when no eligible new Master is available for slave transfer
Edited by Bane Master
Posted

Would that be the papyrus log or another log that I should save? Wouldn't be surprised if that's just my messed up save honestly, thanks for the rapid updates on this I was surprised when I woke up today and the innkeeper bug was already fixed

Posted
1 hour ago, johnhamm said:

Would that be the papyrus log or another log that I should save? Wouldn't be surprised if that's just my messed up save honestly, thanks for the rapid updates on this I was surprised when I woke up today and the innkeeper bug was already fixed

A papyrus log is often useful for troubleshooting ?

Posted

Is there a papyrus strain that makes 10 the maximum amount of followers that can be enslaved? I have close to a hundred followers in game, would make for a cool playthrough. Also i noticed if i exceed the limit, followers outside the current ten will return to their home, only they will be wearing their ragged robes, with no option to retrieve their original gear.

Posted
1 hour ago, igorkeri said:

Is there a papyrus strain that makes 10 the maximum amount of followers that can be enslaved? I have close to a hundred followers in game, would make for a cool playthrough. Also i noticed if i exceed the limit, followers outside the current ten will return to their home, only they will be wearing their ragged robes, with no option to retrieve their original gear.

 

When you exceed the limit of slaves the oldest one gets released first, the rags is probably because they aren't really intended to get released that way. You might be able to find their gear if you coc to the fsm_holdingcell but it would probably be overwritten. The limit is there because its tedious to add more slots AFAIK, its not just copy and paste 

Posted (edited)
2 hours ago, johnhamm said:

The limit is there because its tedious to add more slots AFAIK,

The limit is more about not becoming too script heavy and the increasing complexity of adding dialogues for each slot.

 

2 hours ago, johnhamm said:

The rags is probably because they aren't really intended to get released that way.

They are released in whatever slave outfit they are wearing as if they had escaped

 

2 hours ago, johnhamm said:

AFAIK, its not just copy and paste 

There are around 25-30 steps to create the assets for and configure each additional slot ? 

Edited by Bane Master
Posted

is awesome, is there a chance to trigger fertility mode insemination according the faction that have them captured? meanwhile female followers are captive? you know, i cant be there for see the fun but can be implied as a consequence, thnx for your hard work, im grateful for more inmmersion

Posted

I've had this installed for at least a month or more now, on two different characters and it doesn't seem to do anything. I've tried talking to my follower but they never show up in the enslavement tab in the MCM. There has never been a follower that showed up in the tab.

 

I use Devious Followers Continued and wondered if that causes a problem because the followers aren't really submissive and so aren't labeled to be taken as a slave. I don't know, I'm just shooting blind here because I can't figure out why this thing isn't working.

 

I also use Sexlab Defeat and Submissive Lola, and I think those are the only follower mods that I can think of.

Posted
31 minutes ago, cerebus300 said:

I use Devious Followers Continued and ... Submissive Lola....

This mod intentionally won't enslave your Submissive Lola "owner" follower (I believe that's also true for a Devious Follower).  Otherwise, it would be too easy to escape your service or debt.

Posted
2 hours ago, HexBolt8 said:

This mod intentionally won't enslave your Submissive Lola "owner" follower (I believe that's also true for a Devious Follower).  Otherwise, it would be too easy to escape your service or debt.

Okay, thanks. I was wondering if that was it. So it seems like I have to disable DF if I want this to work as all followers are made devious by DFC.

Posted
4 minutes ago, cerebus300 said:

So it seems like I have to disable DF if I want this to work as all followers are made devious by DFC.

You just have to disable the individual followers that you would like to be eligible for slavery and are happy not to have as your DF from being devious in the DF MCM.

Posted
2 hours ago, HexBolt8 said:

This mod intentionally won't enslave your Submissive Lola "owner" follower (I believe that's also true for a Devious Follower).

 

Yes - that's correct

Posted
59 minutes ago, cerebus300 said:

Okay, thanks. I was wondering if that was it. So it seems like I have to disable DF if I want this to work as all followers are made devious by DFC.

 

There's an option in the DFC MCM (I think it's on the Debug tab, but I could misremember) that allows you to disable all followers as Devious. It takes a bit, but works. You can then enable devious followers individually. That may be preferable to how you'd like to play.

Posted

I think there is something wrong with the gear buyback on followers.

 

Granted I moved to NFF from EFF recently but in any case this is what's going on.


When buying a follower from an NPC, I get offered the option for a buyback but no gear is actually on sale. I went to the MCM and enslaved a follower and then bought them back and again no items appear on the buyback, I decided to go visit the fsm_holdingcell and enslaved follower's to the merchant "Slave Items" and bought their freedom, testing stuff like nogear and such as well so the option for buyback disappeared in that situation which is fine.

 

In any case to make a long story short, all 5 follower's gear can be found in fsm_gearchest009, they never get moved automatically to the fsm_SlaveGearMerchantChest, I can enslave a follower, manually put items into the chest, but their freedom and the gear I just put in the chest will be offered for sale.

 

You did say you recently added support for up to 10 followers to the mod, and fsm_gearchest009 is chest number 10, since chest number one I would imagine is fsm_gearchest000. So I imagine some alias is just dumping the gear into the last chest for some reason.

 

Posted (edited)
On 8/13/2023 at 11:11 AM, ttpt said:

I think there is something wrong with the gear buyback on followers.

I haven't been able to reproduce this - I've checked the code & aliases and they are fine. I've also tested by enslaving 10 followers and they all get enslaved as expected and their gear gets placed in the correct container. 

 

I've also forced an update to save and re-enslave 10 slaves as a stress test - takes around 60 seconds to process them all but again, working as expected with all the gear returned to the correct containers on re-enslave.

 

Not sure what else to suggest - unless anyone else is seeing this behaviour, I'm afraid it's likely an issue with your save game.

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

I haven't been able to reproduce this - I've checked the code & aliases and they are fine. I've also tested by enslaving 10 followers and they all get enslaved as expected and their gear gets placed in the correct container. 

 

I've also forced an update to save and re-enslave 10 slaves as a stress test - takes around 60 seconds to process them all but again, working as expected with all the gear returned to the correct containers on re-enslave.

 

Not sure what else to suggest - unless anyone else is seeing this behaviour, I'm afraid it's likely an issue with your save game.

 

I'll do a cleaning pass on my save and then do a reinstall with the latest version, should probably take care of the problem with that.

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

I haven't been able to reproduce this - I've checked the code & aliases and they are fine. I've also tested by enslaving 10 followers and they all get enslaved as expected and their gear gets placed in the correct container. 

 

I've also forced an update to save and re-enslave 10 slaves as a stress test - takes around 60 seconds to process them all but again, working as expected with all the gear returned to the correct containers on re-enslave.

 

Not sure what else to suggest - unless anyone else is seeing this behaviour, I'm afraid it's likely an issue with your save game.

 

Doing a clean save an reinstall didn't really fix the problem, but I did do some further testing inside fsm_holdingcell while spawning bandits using the console

 

Enslaving a follower to a bandit still moves the items to chest 009, but killing the bandit moves them back to the bandit so they are retrievable.

 

Enslaving a follower to a bandit moves stuff to 009, enslaving a second follower moves them to 008 and then a third to 007, so I guess i was wrong on the order that things go into chests. Enslaving a fourth follower to Slave items the merchant moves stuff to 006. Killing the bandits moves the correct follower items to them, so items are retrievable. Buying the last follower from slave items the merchant gets me the prompt to buyback items, but items still remain in chest number 006.

 

In any case I can move items from the corresponding chest to the merchant's chest before buyback using the prid refID and removeallitems refID console commands even while not being in the fsm_holdingcell, and since my load order is pretty stable I can make bat files for that.

 

So yes, stuff is not working quite right, but it's working well enough for me. If no one else runs into the problem then it's probably just me.

 

EDIT: not a test on new save, just on the cleaned save, so it's likely the clean save didn't fix the issue since it's likely baked into the skse cosave. Didn't really have the time to test on a minimal load order brand new save but I'll try that out at some point.

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

I did do some further testing inside fsm_holdingcell

Just a thought - are there any fsm_ errors in your script logs.

 

I always try to write code that keeps the log clean (just a few traces for debug purposes) - so if you see an "fsm_"  error in your log then something is amiss.

Edited by Bane Master

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