ttpt Posted August 17, 2023 Posted August 17, 2023 16 hours ago, Bane Master said: 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. Nothing when I was enslaving followers as I was keeping an eye on the log at that moment, but actually doing a search on the logs I do have this on every single one after loading the save. Spoiler Error: alias Follower009 on quest fsm_FollowerUpkeepQuest (4236C587): Cannot force the alias's reference to a None reference. stack: [alias Follower009 on quest fsm_FollowerUpkeepQuest (4236C587)].fsm_followerupkeepaliasscript.ForceRefTo() - "<native>" Line ? [alias playerREF on quest fsm_FollowerUpkeepQuest (4236C587)].fsm_followerupkeepplayeraliascript.RegisterFollowers() - "fsm_followerupkeepplayeraliascript.psc" Line 27 [alias playerREF on quest fsm_FollowerUpkeepQuest (4236C587)].fsm_followerupkeepplayeraliascript.OnUpdate() - "fsm_followerupkeepplayeraliascript.psc" Line 12
Bane Master Posted August 17, 2023 Author Posted August 17, 2023 7 hours ago, ttpt said: I do have this on every single one after loading the save. This is interesting - it could occur if a Follower registered by FSM earlier is no longer in the game. The most likely cause is uninstalling the mod containing the Follower (although something causing a change in the Follower's FormID could have the same effect). Obviously Follower records disappearing mid playthrough is likely to cause issues -but I'm unable to predict what the result will be for FSM or any other Mods that track/interact with Followers. I'm about to release another update so I will add a check on game load to remove any None records from FSM's Follower registry. That will resolve the error your are seeing in the log but I can't guarantee it will fix your game.
johnhamm Posted August 17, 2023 Posted August 17, 2023 (edited) 3 hours ago, Bane Master said: This is interesting - it could occur if a Follower registered by FSM earlier is no longer in the game. The most likely cause is uninstalling the mod containing the Follower (although something causing a change in the Follower's FormID could have the same effect). Obviously Follower records disappearing mid playthrough is likely to cause issues -but I'm unable to predict what the result will be for FSM or any other Mods that track/interact with Followers. I'm about to release another update so I will add a check on game load to remove any None records from FSM's Follower registry. That will resolve the error your are seeing in the log but I can't guarantee it will fix your game. I have also noticed the same message in my game logs. There's another error that I need to get a log of where a slave keeps spawning in and disappearing on the spot, about twice a second. That one causes a CTD if you don't leave the cell within a minute or two. I think it has something to do with lazyfollowers but that's just a guess. I saw an error saying something like there were no more follower upkeep slots available as well, maybe a way to purge some upkeep slots would be good? I have a lot of followers in my game though so it might not be worth it for most people Edited August 17, 2023 by johnhamm
Bane Master Posted August 17, 2023 Author Posted August 17, 2023 38 minutes ago, johnhamm said: a slave keeps spawning in and disappearing on the spot, That is almost certainly another mod (it may be Lazyfollowers or it could be another mod - I've never used LF so can't say) trying to force an enslaved follower to move to your cell - at which point FSM moves them back to their Master, and then the cycle repeats. 1 hour ago, johnhamm said: I have also noticed the same message in my game logs. FSM checks that Actors are valid before adding them to the known followers list, so this can only happen if a follower is deleted from the save game or edited in a way that changes their ID. I have no idea if LF does this, but whatever the cause it's likely to make Follower handling by other mods unpredictable. From the next update FSM will check for and remove None actors from the known followers list on startup - which will fix the log error at least. 43 minutes ago, johnhamm said: I saw an error saying something like there were no more follower upkeep slots available as well If you saw "Warning: FSM could not register follower <FollowerName> for upkeep - No slot available") then you have greater than 40 followers registered with FSM. The upkeep quest ensures that enslaved followers don't forget to wear their slave outfits - is not critical to enslavement and FSM will still work if all slots are full. So I guess the question is how common is it to have >40 followers in play, and what is a sane limit for slots/script load ? 1
ttpt Posted August 17, 2023 Posted August 17, 2023 (edited) 10 hours ago, Bane Master said: This is interesting - it could occur if a Follower registered by FSM earlier is no longer in the game. The most likely cause is uninstalling the mod containing the Follower (although something causing a change in the Follower's FormID could have the same effect). Obviously Follower records disappearing mid playthrough is likely to cause issues -but I'm unable to predict what the result will be for FSM or any other Mods that track/interact with Followers. I'm about to release another update so I will add a check on game load to remove any None records from FSM's Follower registry. That will resolve the error your are seeing in the log but I can't guarantee it will fix your game. In addition to moving from EFF to NFF I was also looking for new followers, so I definitely added new followers, but also removed some when I decided I didn't really like their balance. Also, about the blinking in an out, follower frameworks or maybe individual follower AI that has catch up mechanics that teleport followers behind you are probably best avoided, NFF has that but it can be turned off. Prison Alternative has a mechanic to keep followers in prison, but if you have teleporting followers it can also cause issues. Edited August 17, 2023 by ttpt
Bane Master Posted August 18, 2023 Author Posted August 18, 2023 What's New in Version 1.30 Released Just now Masters will sometimes remove Devious chastity devices from their slaves before using them, and re-equip the devices when done Fertility Mode interface - female slaves with male Masters may be inseminated when not loaded based on MCM frequency of slave use FSM will provide a few items of basic clothing to unrestrained slaves that escape or are remotely released and would otherwise be naked FSM will check for deleted Followers on game load 4
johnhamm Posted August 18, 2023 Posted August 18, 2023 (edited) On 8/17/2023 at 11:22 PM, Bane Master said: That is almost certainly another mod (it may be Lazyfollowers or it could be another mod - I've never used LF so can't say) trying to force an enslaved follower to move to your cell - at which point FSM moves them back to their Master, and then the cycle repeats. I think it happens when LF tries to reapply the racemenu preset when the slaves are being moved between masters? Not entirely sure but I guess that's the price of not wanting to make 20 new follower mods lol. On 8/17/2023 at 11:22 PM, Bane Master said: So I guess the question is how common is it to have >40 followers in play, and what is a sane limit for slots/script load ? I know, I have a problem I forgot to say this when someone mentioned fertility mode the first time, but would it be possible to include hentai pregnancy in the pregnancy feature? The mod itself is pretty simple Edited August 18, 2023 by johnhamm
Bane Master Posted August 18, 2023 Author Posted August 18, 2023 45 minutes ago, johnhamm said: but would it be possible to include hentai pregnancy in the pregnancy feature? Unfortunately it seems not - looking at HP, the impregnate functions rely on hooking a SL animation to calculate pregnancy chance and assign the father etc. This will of course, work for FSM SL scenes "out of the box" but since unloaded slaves are not part of an SL scene they can't by passed to HP functions and it's outside the scope of FSM to be deciding who should get pregnant. 1
johnhamm Posted August 19, 2023 Posted August 19, 2023 13 hours ago, Bane Master said: Unfortunately it seems not - looking at HP, the impregnate functions rely on hooking a SL animation to calculate pregnancy chance and assign the father etc. This will of course, work for FSM SL scenes "out of the box" but since unloaded slaves are not part of an SL scene they can't by passed to HP functions and it's outside the scope of FSM to be deciding who should get pregnant. Damn. Oh well, thanks for taking a look anyway
ttpt Posted August 19, 2023 Posted August 19, 2023 19 hours ago, Bane Master said: What's New in Version 1.30 Released Just now Masters will sometimes remove Devious chastity devices from their slaves before using them, and re-equip the devices when done Fertility Mode interface - female slaves with male Masters may be inseminated when not loaded based on MCM frequency of slave use FSM will provide a few items of basic clothing to unrestrained slaves that escape or are remotely released and would otherwise be naked FSM will check for deleted Followers on game load the fsm errors did disappear from the log, but the buyback still seems to be broken. Are you using skse functions to move the gear from the boxes to the merchant chest or just native game functions. Other than mentioning that I'm running on SE, and between any number of things like script optimizations and stuff like Papyrus Tweaks NG which used to not play nice with some stuff I have also run out of idea. I imagine the missing follower is the most likely culprit because the buyback did use to work until I moved from EFF to NFF, which isn't exactly a pain free process, especially while trying to keep the save going instead of starting a new game. In any case so long as no one else reports this issue, I'm sort of content with the bat file console commands solutions I've prepared. At some point I do still need to maybe start a new game and test it out, but I've barely got enough time to play for a bit at a time and I'm well enough for now.
Bane Master Posted August 19, 2023 Author Posted August 19, 2023 31 minutes ago, ttpt said: Are you using skse functions to move the gear from the boxes to the merchant chest No - I use the Native ObjectReference.RemoveAllItems(ObjectReference akTransferTo, Bool abKeepOwnership, Bool abSilent) 36 minutes ago, ttpt said: things like script optimizations and stuff like Papyrus Tweaks NG I'm using Papyrus Tweaks NG, Vanilla Scripting Enhancements, PO3's Tweaks and Extender in my games with no issues 40 minutes ago, ttpt said: buyback did use to work until I moved from EFF to NFF, I'm afraid changing your follower framework mid-game is the cause of the issue and as we don't know what was broken by that change I can't suggest a solution for you other than a new game.
johnhamm Posted August 20, 2023 Posted August 20, 2023 I switched to fertility mode but I'm not sure the feature works if the slaves get sold to a different master. I haven't gotten any messages about it after they get sold and I thought it might be because their master wasn;t initialised in FM, but even after i teleported to them and made sure they were registered they didn't inseminate the slave any more. For finding slaves without just looking them up in the MCM, have you thought about a courier delivering a request for help that has their location in it? I'm not sure how that would work if the slaves are set to get sold frequently, but it's practically impossible to find your slave if they aren't in a city. Even if they are in a city it can be difficult, maybe the bartender could say something like "I saw X dragging around a slave that looked like that"? Personally I check the Jarl's place, the Inn, then give up and use the MCM if the bartender says they're in town, but it would be ideal to not need to open the menu at all
Bane Master Posted August 20, 2023 Author Posted August 20, 2023 (edited) 19 minutes ago, johnhamm said: I'm not sure the feature works if the slaves get sold to a different master. I think confirmation that others are seeing the same thing would be helpful before I spend time investigating 19 minutes ago, johnhamm said: but it's practically impossible to find your slave if they aren't in a city. I agree - it's difficult, but then you are looking for one person in the wilds of an entire province, so it should be... You can always set bandits etc. to tire of their slaves and sell them on after a couple of days.. Edited August 20, 2023 by Bane Master 1
Bane Master Posted August 20, 2023 Author Posted August 20, 2023 What's New in Version 1.301 Released 1 hour ago Improved FSM's Simple Slavery -> Sanguine's Debauchery Outcome Handling Followers already enslaved by Sanguine's Debauchery are ineligible for FSM enslavement 1
Yuni Posted August 20, 2023 Posted August 20, 2023 It'd be hot if you could purposely sell your followers into slavery. Thought crossed my mind. Haven't tried this since 1.062, so trying out all the new features.
PenBoozerX Posted August 28, 2023 Posted August 28, 2023 (edited) Idea: It would be a cool feature to have all possible companions (or atleast merc ones), to be immedaitely enslaved with one button push instead of hiring them and getting them napped one at a time. It'd give a really nice new gameplay experience, where mercs arent just standing around in same taverns in each save, and be rather scattered all across skyrim at random masters and it'd be your quest to save them rather than hire them. Just a thought! Edited August 28, 2023 by PenBoozerX
johnhamm Posted September 1, 2023 Posted September 1, 2023 (edited) On 8/29/2023 at 6:37 AM, PenBoozerX said: Idea: It would be a cool feature to have all possible companions (or atleast merc ones), to be immedaitely enslaved with one button push instead of hiring them and getting them napped one at a time. It'd give a really nice new gameplay experience, where mercs arent just standing around in same taverns in each save, and be rather scattered all across skyrim at random masters and it'd be your quest to save them rather than hire them. Just a thought! I also like the idea of having enough enslaved companions that you just find them as you explore, but the slave cap atm is 10 and I think this would push it probably past 40, more for people with follower mods since you would surely need to implement that using the follower faction. Personally I think that the best thing that could happen as this mod develops is just more slots, but even I think that that's too many lol Edited September 1, 2023 by johnhamm
Bane Master Posted September 5, 2023 Author Posted September 5, 2023 What's New in Version 1.310 Released Just Now FSM now requires PowerofThree's Papyrus Extender Fixed a potential conflict in FSM's Sanguine's Debauchery Simple Slavery Outcome Added a Dismiss Follower ModEvent to FSM's API NPC scans now use PO3 functions for greater efficiency and compatibility with VR 3
Maddac Posted September 5, 2023 Posted September 5, 2023 1 hour ago, Bane Master said: What's New in Version 1.310 Released Just Now FSM now requires PowerofThree's Papyrus Extender Fixed a potential conflict in FSM's Sanguine's Debauchery Simple Slavery Outcome Added a Dismiss Follower ModEvent to FSM's API NPC scans now use PO3 functions for greater efficiency and compatibility with VR I use LE, not SE, so do I need the LE version of papyrus extender? it has not been updated since july 2020
Bane Master Posted September 5, 2023 Author Posted September 5, 2023 (edited) 16 minutes ago, Maddac said: I use LE, not SE, so do I need the LE version of papyrus extender? it has not been updated since july 2020 Yes - I'm only using PO3's FindAllReferencesOfFormType which is in the LE version so should be fine. Edited September 5, 2023 by Bane Master 1
jipad Posted September 5, 2023 Posted September 5, 2023 Suggestion: if you take too long to rescue them, the follower may end up forced or freed to marry the master.
Kanerah Posted September 5, 2023 Posted September 5, 2023 Anyone tried this with Follower goes on a trip mod? ( there's a patch on patch 4) ) I like the idea of training followers, sending them on missions, but with this could come a risk of them being captured. Not sure if this is within intended scope of the mod, but would it be possible to make a calculated chance ( with some RNG involved) of possibility of follower enslavement. Something straightforward/simple: like taking follower lvl vs. Area zone level plus type of enemy.
johnhamm Posted September 5, 2023 Posted September 5, 2023 2 hours ago, Kanerah said: Anyone tried this with Follower goes on a trip mod? ( there's a patch on patch 4) ) I like the idea of training followers, sending them on missions, but with this could come a risk of them being captured. Not sure if this is within intended scope of the mod, but would it be possible to make a calculated chance ( with some RNG involved) of possibility of follower enslavement. Something straightforward/simple: like taking follower lvl vs. Area zone level plus type of enemy. If you go to the last couple of pages there is an addon for FGT that ties it in to this mod. If they lose while trying to clear bandits out then they get enslaved. It works well, I've used it a lot
DarkReynard Posted September 6, 2023 Posted September 6, 2023 Unsure if this is on FSM or Defeat itself but I'm having an issue where once a follower is enslaved through the Defeat module, it seems to stop working for any that come after that, followers simply won't be enslaved after Defeat events no matter what the chances are set to. Slavery through any other method works fine, it's just Defeat enslavements that fail.
Bane Master Posted September 6, 2023 Author Posted September 6, 2023 6 hours ago, DarkReynard said: followers simply won't be enslaved after Defeat events no matter what the chances are set to Which version of Defeat are you using? There are several conditions that need to be met for Defeat to trigger an FSM Enslavement in addition to the % chance in the MCM: Spoiler The follower must have been assaulted after being defeated To be a valid master an aggressor has to have either hit or had sex with the follower during the encounter The selected aggressor must also be a valid FSM Master and be ActorTypeNPC or in the list of valid Slaver Races in Utility.json Each aggressor can only enslave one Follower The aggressor must be within 200' of the Follower when the enslave event fires. The player must either be > 25' from the Follower or also be Defeated.
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