DarkReynard Posted September 6, 2023 Posted September 6, 2023 1 hour ago, Bane Master said: 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:  Reveal hidden contents 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.  I'm using the version listed on FSM's mod page, 5.3.6 with the Dynamic Defeat patch, and I've done a good bit of testing to ensure one of those wasn't tripping me up and I don't think it's me not meeting all the conditions. Again, the first follower enslaved by Defeat on a specific file works fine, but any after that one under the same conditions fails 9 times out of 10.
Bane Master Posted September 6, 2023 Author Posted September 6, 2023 48 minutes ago, DarkReynard said: the first follower enslaved by Defeat on a specific file works fine, but any after that one under the same conditions fails 9 times out of 10. Are there any fsm_ errors in the script log when the defeat event occurs? Also, when you test do you go straight to the next fight - if so, how?
Herowynne Posted September 6, 2023 Posted September 6, 2023 2 hours ago, Bane Master said: There are several conditions that need to be met for Defeat to trigger an FSM Enslavement in addition to the % chance in the MCM Â And the player character must initiate dialogue with the follower at least once after recruiting the follower? That is still true, right?
DarkReynard Posted September 6, 2023 Posted September 6, 2023 1 hour ago, Bane Master said: Are there any fsm_ errors in the script log when the defeat event occurs? Also, when you test do you go straight to the next fight - if so, how? In my testing I've tried both going straight to next fights and playing normally for a while between attempts, both just by running into enemy groups and letting my team get knocked down or purposefully isolating my follower for them to get defeated alone, all of which produce the same result. Â As for the script log, the one error I'm seeing is "Error: alias Follower029 on quest fsm_FollowerUpkeepQuest (7E36C587): Cannot force the alias's reference to a None reference."
Bane Master Posted September 6, 2023 Author Posted September 6, 2023 5 hours ago, Herowynne said:  And the player character must initiate dialogue with the follower at least once after recruiting the follower? That is still true, right? Well, in fact I have made changes to the Follower tracking that *should* mean it picks them up as soon as they are recruited but having a convo with them afterwards is a way of being doubly sure.  Easy enough to check - if their name is in the enslavement list in the MCM then FSM is tracking them. 1
Bane Master Posted September 6, 2023 Author Posted September 6, 2023 4 hours ago, DarkReynard said: "Error: alias Follower029 on quest fsm_FollowerUpkeepQuest (7E36C587) Ok FSM should not throw errors in the log unless something is amiss - that debug line seems to indicate an issue with FSM Follower Registration in your game.  Please post a copy of your log file.  Also to see if I can replicate the error I need a bit more info:  I assume you are using the latest FSM Version V1.310? Are you using a Follower framework - if so which one? What Followers are you using (and from which Mod if not Vanilla)   Â
DarkReynard Posted September 7, 2023 Posted September 7, 2023 (edited) Yes, latest FSM version, latest version of Nether's Follower Framework, and using vanilla followers. I just started a new game with a similar setup though to test again and this time the failures don't throw out errors or list anything FSM-related at all in the logs. Will still include the log from my latest test where I just loaded the game and went through a Defeat scene though (0) and the one that threw out the error on my file I was actually playing in (3), dunno what's helpful or not in there. Papyrus.0.log Papyrus.3.log Edited September 7, 2023 by DarkReynard
Bane Master Posted September 7, 2023 Author Posted September 7, 2023 2 hours ago, DarkReynard said: Yes, latest FSM version, latest version of Nether's Follower Framework, and using vanilla followers. I have tested a new game with NFF and Lydia, Iona and Jenassa as followers and I was able to get them Defeat enslaved multiple times after being freed by killing their bandit master or by remote release. Â So in the absence of any errors in the log, and being unable to replicate the issue in testing I'm afraid I can't really offer a solution. Â
DarkReynard Posted September 7, 2023 Posted September 7, 2023 31 minutes ago, Bane Master said: I have tested a new game with NFF and Lydia, Iona and Jenassa as followers and I was able to get them Defeat enslaved multiple times after being freed by killing their bandit master or by remote release. Â So in the absence of any errors in the log, and being unable to replicate the issue in testing I'm afraid I can't really offer a solution. Â Damn, ah well. Thank you anyway.
Kruggar Posted September 16, 2023 Posted September 16, 2023 If my followers are enslaved by an npc, can the nearby npc use her too? in a 3P or something
Bane Master Posted September 16, 2023 Author Posted September 16, 2023 3 hours ago, Kruggar said: If my followers are enslaved by an npc, can the nearby npc use her too? in a 3P or something I have not implemented 3p animations yet - I may take a look at it once I am done with other FSM (and FMEA) updates
Bane Master Posted September 16, 2023 Author Posted September 16, 2023 I have been working on an FSM built in Follower Bleedout Enslavement mechanic for situations where Combat/Defeat mods are not installed or don't handle followers.  FSM Follower BleedOut is compatible with mods for which FSM already has plugins (SSLV, SLDefeat and SD+) as well as DAYMOYL's follower handling  Obviously this is highly experimental - FSM is not a defeat mod and I'm trying to do this in as lightweight a way as is possible, so I'm looking for a few beta testers to try it out and see if it breaks/ or breaks anything else.  Please PM me if you are interested in helping - thanks ?
santeras Posted September 16, 2023 Posted September 16, 2023 Greetings all. I've been trying to modify the outfits file to include additional clothes, but I haven't been able to get it to work. My current hunch is that I'm not entering the item ID correctly. The ingame ID for the clothing pieces are, for example, "FE0A9858." I therefore render this in the outfits file as: Quote    ],          "Coco Lingere Red 04" :       [          "__formData|[COCO]Lingerie.esp|FExx985A",          "__formData|[COCO]Lingerie.esp|FExx9858",          "__formData|[COCO]Lingerie.esp|FExx9856"       ], Keeping the first two digits of the ID but replacing the next two with lowercase 'x' to match the other IDs. When I run things through the Audit, it reads out "FormID not found: The FormID was not found in the specified Mod or the Mod is not installed." I've tried to comb through the old posts in this thread, but haven't found anything which has solved the issue. Any help would be greatly appreciated. Thanks!
Bane Master Posted September 16, 2023 Author Posted September 16, 2023 2 hours ago, santeras said: Keeping the first two digits of the ID but replacing the next two with lowercase 'x' to match the other IDs. You need to drop the FIRST two digits of the id - changing them to 0x, not the 3rd and 4th digits  i.e.  "__formData|[COCO]Lingerie.esp|0xnn985A"  (where nn is replaced with the original two digits you removed in error)  You can also drop leading zeros after the 0x so:  "__formData|Devious Devices - Expansion.esm|0x002319"  is the same as:  "__formData|Devious Devices - Expansion.esm|0x2319" 1
wabakiro Posted September 24, 2023 Posted September 24, 2023 (edited) So probably a dumb question but is there a way to not have the slave outfits, as in have the followers keep the outfit they are already wearing instead of getting the slave outfit? i like the outfits of my followers and would like to avoid creating slave outfits for everyone of them  Edited September 24, 2023 by wabakiro
Bane Master Posted September 25, 2023 Author Posted September 25, 2023 12 hours ago, wabakiro said: So probably a dumb question but is there a way to not have the slave outfits Not at present - I'm not sure if it's possible given the way FSM is designed but I will take a look at some point 1
myhouseatl Posted September 29, 2023 Posted September 29, 2023 So, my follower got enslaved and robbed. I was sent to Simple Slavery. After escaping, I went and rescued my follower. They were hostile so I killed them. Now, my follower is still stuck with slavery devices. How do I get rid of them. There isn't anything in inventory, but follower can't take anything in inventory and has devices on wrists and ankles. Follower slavery mod isn't even registering him as a slave. Or available as a slave. I tried SME Spell_ID which worked for a second and then is re-applied.
ttpt Posted October 1, 2023 Posted October 1, 2023 On 9/29/2023 at 7:40 AM, myhouseatl said: So, my follower got enslaved and robbed. I was sent to Simple Slavery. After escaping, I went and rescued my follower. They were hostile so I killed them. Now, my follower is still stuck with slavery devices. How do I get rid of them. There isn't anything in inventory, but follower can't take anything in inventory and has devices on wrists and ankles. Follower slavery mod isn't even registering him as a slave. Or available as a slave. I tried SME Spell_ID which worked for a second and then is re-applied.   As someone mentioned in the practical defeat thread, this is a Devious Devices issue, DD equips invisible to inventory items that have scripts attached to them, so when something script heavy happens, sometimes things bugged out badly and they remains equipped, I saw you solved it by using the console and that's really the correct way to solve it. But yeah, it's not FSM, it's DD.
myhouseatl Posted October 1, 2023 Posted October 1, 2023 2 hours ago, ttpt said:   As someone mentioned in the practical defeat thread, this is a Devious Devices issue, DD equips invisible to inventory items that have scripts attached to them, so when something script heavy happens, sometimes things bugged out badly and they remains equipped, I saw you solved it by using the console and that's really the correct way to solve it. But yeah, it's not FSM, it's DD. Yea, I was posting all over the place in hopes someone could point me in the right direction. I actually tried deleting it through console and it wasn't working. For some reason, showinventory gave me a different item to remove and that worked...Thanks for the help.
johnhamm Posted October 1, 2023 Posted October 1, 2023 What's the slaves to creatures faction for? I was hoping it would let draugr enslave followers somehow, like just sending them to a random valid master when defeated by draugr or something. There are only so many strong human bandit camps in Skyrim so it would be good if that was an option
Bane Master Posted October 3, 2023 Author Posted October 3, 2023 On 10/1/2023 at 12:47 PM, johnhamm said: What's the slaves to creatures faction for? It's a faction of Slaves whose masters are creatures  On 10/1/2023 at 12:47 PM, johnhamm said: I was hoping it would let draugr enslave followers somehow That's not it's purpose - but if you want to do this then add Draugr race to "slaver_races" in utility.json and then add a selection of unique Draugr to the masters.json file. The masters you add will be available as random slave masters 1
Herowynne Posted October 3, 2023 Posted October 3, 2023 41 minutes ago, Bane Master said: add Draugr race to "slaver_races" in utility.json and then add a selection of unique Draugr to the masters.json file. The masters you add will be available as random slave masters This would be awesome as a built-in feature. Dragon priests too. Immersive and lore-friendly. 1
DonQuiWho Posted October 4, 2023 Posted October 4, 2023 13 hours ago, Herowynne said: This would be awesome as a built-in feature. Dragon priests too. Immersive and lore-friendly.  Oooooo! Think of all the unique PCs that could maybe be set as qualified 'slavers' ?  Â
johnhamm Posted October 5, 2023 Posted October 5, 2023 On 10/4/2023 at 5:59 AM, Bane Master said: It's a faction of Slaves whose masters are creatures   I didn't realise that was possible. Is there some MCM setting I've been blind to or is that just in case you add the feature in future?
Wolfen09 Posted October 6, 2023 Posted October 6, 2023 i wonder how certain draugr and priests would work as a lot of them are bound to coffins and dont pop till you actually show up
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