Bane Master Posted October 6, 2023 Author Posted October 6, 2023 (edited) The main issue with masters, whether creatures or not is that they either have to be persistent or in the Boss ref of a location (in which case it's the location that is added not the creature).  In theory as long an actor qualifies in that regard and their race is in the allowed list they will be an FSM Master - no guarantee you will get desirable results with all creatures though, FSM was not designed with enslavement to Dragons (or Chickens) in mind! ? Edited October 6, 2023 by Bane Master 1
Wolfen09 Posted October 6, 2023 Posted October 6, 2023 thats exactly my thought, so anything that has a chance to be a random spawn or a leveled spawn causes an issue cause that wolf that spawns at level one will be a cave bear at level 25. the only ones you could theoretically get away with specific spawns that dont change would be something like the frost troll on the way to high hrothgar, the troll outside ivarstead, specific farms animals, and the wolves outside and south of riverwood, etc. dragons would be very hard as the slaves have a set distance to follow their masters and dragons cover a lot of ground when flying.
johnhamm Posted October 7, 2023 Posted October 7, 2023 Not sure if this is how it's intended to work, but whenever I get the left for dead outcome on defeat no one gets enslaved. My guess is that when I get moved to the spot I was dumped in my followers instantly teleported there as well, making them too far away from their potential masters. Or maybe it was just chance that it didn't happen that time? I tried a few times so I don't think it's that. Also I think there is an issue with making bandits spawned in by OBIS masters of followers, if the enemies are the new bandit types added by OBIS my followers don't get taken prisoner. I know OBIS spawns in extra bandits, and I have it set to spawn quite a few extra, so maybe the spawned in ones can't be masters?
johnhamm Posted October 8, 2023 Posted October 8, 2023 I had an idea for finding slaves more effectively that I don't think would be too much work to implement. Basically if an Innkeeper says that a slave is in a city you could ask "Did you see who the owner was?", then the innkeeper would say "I just can't remember, maybe something could jog my memory...", which you then get the option to pay 100 gold or something for them to tell you the name of the master. If a slave is in the hold but not in the city, you could ask the steward if there have been any reports of new slaves around. Then the steward could say "There have been reports of new slaves in X location". Maybe to add a bit more variety and add a bit of challenge finding a slave the steward wouldn't say who the slave was, just that there is a slave there.  I think it would be great to be able to play this mod without needing to open the MCM, and when the slaves get captured and sold to a bandit in some random location it starts to clog up the available slave slots. Just a suggestion, it's already a great mod
DonQuiWho Posted October 8, 2023 Posted October 8, 2023 1 hour ago, johnhamm said: I had an idea for finding slaves more effectively that I don't think would be too much work to implement. Basically if an Innkeeper says that a slave is in a city you could ask "Did you see who the owner was?", then the innkeeper would say "I just can't remember, maybe something could jog my memory...", which you then get the option to pay 100 gold or something for them to tell you the name of the master. If a slave is in the hold but not in the city, you could ask the steward if there have been any reports of new slaves around. Then the steward could say "There have been reports of new slaves in X location". Maybe to add a bit more variety and add a bit of challenge finding a slave the steward wouldn't say who the slave was, just that there is a slave there.  I think it would be great to be able to play this mod without needing to open the MCM, and when the slaves get captured and sold to a bandit in some random location it starts to clog up the available slave slots. Just a suggestion, it's already a great mod  There's merit in that. I have one captive follower that I know where they are (I forgot to exclude her from the CS Track mod map ?) but it would take me the rest of the year to have my game take me anywhere close enough for the local inkeeper to be giving me a clue  DQW Â
Bane Master Posted October 9, 2023 Author Posted October 9, 2023 20 hours ago, johnhamm said: I had an idea for finding slaves more effectively that I don't think would be too much work to implement. Basically if an Innkeeper says that a slave is in a city you could ask "Did you see who the owner was?", then the innkeeper would say "I just can't remember, maybe something could jog my memory...", which you then get the option to pay 100 gold or something for them to tell you the name of the master. If a slave is in the hold but not in the city, you could ask the steward if there have been any reports of new slaves around. Then the steward could say "There have been reports of new slaves in X location". Maybe to add a bit more variety and add a bit of challenge finding a slave the steward wouldn't say who the slave was, just that there is a slave there.  I think it would be great to be able to play this mod without needing to open the MCM, and when the slaves get captured and sold to a bandit in some random location it starts to clog up the available slave slots. Just a suggestion, it's already a great mod The innkeeper part should be doable without too much effort - The steward idea is nice but might be more complex to achieve 2
Wolfen09 Posted October 10, 2023 Posted October 10, 2023 (edited) On 10/6/2023 at 6:01 PM, Bane Master said: The main issue with masters, whether creatures or not is that they either have to be persistent or in the Boss ref of a location (in which case it's the location that is added not the creature).  In theory as long an actor qualifies in that regard and their race is in the allowed list they will be an FSM Master - no guarantee you will get desirable results with all creatures though, FSM was not designed with enslavement to Dragons (or Chickens) in mind! ? i noticed in the utility json that you have falmer, trolls, and frost trolls under slaver races, and obviously no corresponding master in the master json and audit, but if i were to add say meeko the dog whos race is companion dog f1ac4 there it would recognize the race and id have to go add him as a master in the master json and audit right? and it wouldnt use his ref id d95e9 but whatever id the location thingy is being d980d? im just going by what i looked up in sse edit and im very very new to trying to change stuff like this.  edit: i just realized that meeko is considered a follower so he shouldnt be allowed to be a master... hmmm maybe something like the named dog in riverwood so stump the dog race being 131ee and his location or whatever id for the master would be 1e62b? Edited October 10, 2023 by Wolfen09
Bane Master Posted October 10, 2023 Author Posted October 10, 2023 13 hours ago, Wolfen09 said: stump the dog race being 131ee and his location or whatever id for the master would be 1e62b? Stump is not a boss in a location boss ref so he could only be used as a master if he has a persistent RefID
Bane Master Posted October 10, 2023 Author Posted October 10, 2023 13 hours ago, Wolfen09 said: i noticed in the utility json that you have falmer, trolls, and frost trolls under slaver races, and obviously no corresponding master in the master json  13 hours ago, Wolfen09 said: i noticed in the utility json that you have falmer, trolls, and frost trolls under slaver races, and obviously no corresponding master in the master json and audit, Yes - so they will never be selected as random masters but if you were Defeated by one and Defeat is running then a follower might be enslaved by it...
Wolfen09 Posted October 10, 2023 Posted October 10, 2023 48 minutes ago, Bane Master said: Stump is not a boss in a location boss ref so he could only be used as a master if he has a persistent RefID Â so the persistent ref id is not his id when you click on him but the form id under the cell record header which says StumpRef [ACHR:0001E62B] (places Stump "Stump" [NPC_:0001E62A] in GRUP Ce... Â i noticed it wasnt the actual npc id when i tried to find ysolda who was 13bab when clicked on and it instead listed another id for her which was 1A69A which was under the cell header
Herowynne Posted October 10, 2023 Posted October 10, 2023 4 hours ago, Bane Master said: if you were Defeated by one and Defeat is running then a follower might be enslaved by it  Yes, I can confirm that my follower was enslaved by the Frost Troll in Bleak Falls Barrow. 1
Bane Master Posted October 11, 2023 Author Posted October 11, 2023 On 10/10/2023 at 5:35 PM, Wolfen09 said: the cell record header which says StumpRef [ACHR:0001E62B] Yes - 0x1e62b so Stump's Masters.json entry would be  "__formData|Skyrim.esm|0x1e62b",
Wolfen09 Posted October 11, 2023 Posted October 11, 2023 1 hour ago, Bane Master said: Yes - 0x1e62b so Stump's Masters.json entry would be  "__formData|Skyrim.esm|0x1e62b", got it to work, only problem i ran into (granted i only checked it on a horse, was able to talk without riding thanks to aroused creatures allowing me to talk to it) was the inability to buy back a slave from a non hostile creature. not a big deal as i can free her other ways... just an interesting thing i noticed. granted horses are different, in mine i added the unsaddled ones as masters as the game wont sell you those at the stables, cause if its a potential player horse the game doesnt want to give it a proper ACHR id, the only other saddled ones that can be used are ones that cant be player owned like the imperial/stormcloak camp/fort ones, and the wild ones.
Bane Master Posted October 12, 2023 Author Posted October 12, 2023 15 hours ago, Wolfen09 said: got it to work Glad you have it sorted. Â Quick (general heads-up) - I'm going to be AFK for a few weeks, but FSM development will continue after that 4
Wolfen09 Posted October 12, 2023 Posted October 12, 2023 thanks for answering questions, always happy to learn new things
darkhold2500 Posted October 13, 2023 Posted October 13, 2023 I'm having an interesting issue that I didn't before. For starters, I am on a new pc setup, so my skyrim install is new as well. But the issues I am having is that my followers do get enslaved but they don't equip any of the outfits. I reinstalled the mod thinking that something might have overwritten something, but to no avail. Not too big of an issue, and I'm sure it's probably something simple that I am overthinking.
DonQuiWho Posted October 13, 2023 Posted October 13, 2023 5 hours ago, darkhold2500 said: I'm having an interesting issue that I didn't before. For starters, I am on a new pc setup, so my skyrim install is new as well. But the issues I am having is that my followers do get enslaved but they don't equip any of the outfits. I reinstalled the mod thinking that something might have overwritten something, but to no avail. Not too big of an issue, and I'm sure it's probably something simple that I am overthinking. Â Maybe, if you are using custom outfits, the mod reference you created in your .json file may have changed? Â DQW
darkhold2500 Posted October 13, 2023 Posted October 13, 2023 1 hour ago, DonQuiWho said: Â Maybe, if you are using custom outfits, the mod reference you created in your .json file may have changed? Â I haven't changed anything yet, but I did do the outfit audit and obviously the items from a mod not installed don't show up, but all the ZaZ and DD items are there for most of them, however some say that the reference id isn't correct. Like I said, I haven't changed any of the details on the .json, so I'm entirely sure as to what might be causing the issue. I was going to test on a brand new save to see if there is a different result. I'll be back with the results.
darkhold2500 Posted October 13, 2023 Posted October 13, 2023 Unfortunately, I could not get a positive result. I'm going to double check the .json again just in case.
DonQuiWho Posted October 14, 2023 Posted October 14, 2023 22 hours ago, darkhold2500 said: Unfortunately, I could not get a positive result. I'm going to double check the .json again just in case.  Not a tech whiz, but Isn't it your load order that matters?  IIRC, the outfits you create link to the mods' locations are in that, so if you have a different load order to the last game in which you set up the .json, anything that is in a different place might be missed?  I could be talking nonsense, as I'm no techie, but I think there was an explanation set out in the first 2/3 pages of this thread  Hope that might help a little  DQW
Vegetius Posted October 14, 2023 Posted October 14, 2023 It says in the mod page it is compatible with submissive lola, can I have more info? What happens exactly to Lola's owner?
Hex Bolt Posted October 14, 2023 Posted October 14, 2023 5 hours ago, Vegetius said: What happens exactly to Lola's owner? FSM has a built-in exception to not enslave Lola's owner, so as not to disrupt Lola's enslavement. 1
ttpt Posted October 14, 2023 Posted October 14, 2023 10 hours ago, DonQuiWho said:  Not a tech whiz, but Isn't it your load order that matters?  IIRC, the outfits you create link to the mods' locations are in that, so if you have a different load order to the last game in which you set up the .json, anything that is in a different place might be missed?  I could be talking nonsense, as I'm no techie, but I think there was an explanation set out in the first 2/3 pages of this thread  Hope that might help a little  DQW  The way the outfit .json files are created is load order independent  Here is an example  Quote       "Devious Chains" :       [          "__formData|Devious Devices - Expansion.esm|0x1e685",          "__formData|Devious Devices - Expansion.esm|0x48b8",          "__formData|Devious Devices - Expansion.esm|0x1f164"       ],  Notice the 0x at the start.  It was built this way specifically so sharing json files can be a thing, even if an esp or esm is present in the json but not in you current load order it should work with what's available.
ttpt Posted October 14, 2023 Posted October 14, 2023 On 10/13/2023 at 7:19 AM, darkhold2500 said: Â I haven't changed anything yet, but I did do the outfit audit and obviously the items from a mod not installed don't show up, but all the ZaZ and DD items are there for most of them, however some say that the reference id isn't correct. Like I said, I haven't changed any of the details on the .json, so I'm entirely sure as to what might be causing the issue. I was going to test on a brand new save to see if there is a different result. I'll be back with the results. Â On the other hand since you point out some refID seem to be incorrect, what version of Zaz or DD are you using, it's possible the refIDs have changed in those, though unlikely. I'm fairly sure it should work for DD 5.2.
darkhold2500 Posted October 14, 2023 Posted October 14, 2023 1 hour ago, ttpt said: I'm fairly sure it should work for DD 5.2. This is what I was overlooking. I still had DD version 5.1. I knew it was probably something simple. I appreciate the help from all. I was just confused because I had been using 5.1 in my last setup, so the refIDs must have changed between then and now. 1
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