Jump to content

Recommended Posts

Posted
3 hours ago, gargamel9 said:

I am either teleported to the gate at Riften (possibly just the nearest city), naked and with controls still disabled, or there just isn't any SL scene at all, with the bandits just always letting me go, and then immediately becoming aggressive again.

This will be issues with your Defeat setup, FSM has no functionality that teleports (moves) the Player and does not start any SL scenes with the player. 

 

Being freed outside Riften usually happens when Simple Slavery is called (which can be a Defeat outcome) and can't find a valid slavery mod (or your freedom fund saves you).

 

The best place to ask about this and SL scenes not starting is in the Defeat support thread.

 

 

 

Posted
6 minutes ago, Bane Master said:

This will be issues with your Defeat setup, FSM has no functionality that teleports (moves) the Player and does not start any SL scenes with the player. 

 

Being freed outside Riften usually happens when Simple Slavery is called (which can be a Defeat outcome) and can't find a valid slavery mod (or your freedom fund saves you).

 

The best place to ask about this and SL scenes not starting is in the Defeat support thread.

 

 

 

I understand. Though, this only ever happens in combination with this mod. Given that your mod relies on Defeat for some of its mechanics, I thought this might be related to that interaction somehow, so I figured you might know where to look. Even if the SL stuff is from defeat, something from FSM prevents it from triggering, as it works fine with FSM removed and all the other 200 or so mods enabled. Nevermind. Thank you for your reply.

Posted
1 hour ago, gargamel9 said:

Given that your mod relies on Defeat for some of its mechanics

It does - but those mechanics only affect followers - not the player, also those follower mechanics are triggered after Defeat removes its KO and Trauma effects from the follower.

 

My apologies if this is not the answer you were looking for - as there are no other reports of this issue currently it’s the only one I can give

Posted
40 minutes ago, Bane Master said:

It does - but those mechanics only affect followers - not the player, also those follower mechanics are triggered after Defeat removes its KO and Trauma effects from the follower.

 

My apologies if this is not the answer you were looking for - as there are no other reports of this issue currently it’s the only one I can give

No problem. And I don't expect you to do anything about it, anyway, I know how it is. I'm having enough trouble with my own mods. Nevertheless, I think it's still somehow connected. Even though you handle just followers, maybe something is set somewhere that also affects the player or Defeat. Maybe it's quite indirect. I know I had my good share of really weird and extremely well disguised bugs. Still have. There are so many ways how to break things.
It's enough that you know about this. Maybe, at some point, you'll notice something, now that you know. Keep up the good work! 

Posted
25 minutes ago, gargamel9 said:

No problem. And I don't expect you to do anything about it, anyway, I know how it is. I'm having enough trouble with my own mods. Nevertheless, I think it's still somehow connected. Even though you handle just followers, maybe something is set somewhere that also affects the player or Defeat. Maybe it's quite indirect. I know I had my good share of really weird and extremely well disguised bugs. Still have. There are so many ways how to break things.
It's enough that you know about this. Maybe, at some point, you'll notice something, now that you know. Keep up the good work! 

 

This might seem to be a daft question, but given your question in one of your posts above ...

 

     edit: Or does the Dynamic Defeat LRG patch need to be installed? I thought that was meant for yet another version of Defeat, but since I could not find it, I didn't install the patch either.  (sic)

 

.... exactly which version of 'Defeat' are you using?

 

DQW

 

 

Posted
3 hours ago, DonQuiWho said:

 

This might seem to be a daft question, but given your question in one of your posts above ...

 

     edit: Or does the Dynamic Defeat LRG patch need to be installed? I thought that was meant for yet another version of Defeat, but since I could not find it, I didn't install the patch either.  (sic)

 

.... exactly which version of 'Defeat' are you using?

 

DQW

 

 

The one linked in the description of Follower Slavery (Bane version). But I also tried the Baka edition. Both with exactly the same results, both on new games.

Posted
19 hours ago, gargamel9 said:

Hello again, so I've encountered another issue. With FSM installed, but no followers still initiated, with a completely new game, when defeated (using the Bane version of Defeat linked in the description (as well as any other version)), the dialogue commences as normal, but when a SL scene is supposed to start, I am either teleported to the gate at Riften (possibly just the nearest city), naked and with controls still disabled, or there just isn't any SL scene at all, with the bandits just always letting me go, and then immediately becoming aggressive again. I've tested this with a new save. As soon as I've removed FSM, with the other mods unchanged, Defeat works again, as normal. Like the last time, I'm running this on Skyrim VR. Any ideas? Thanks!

edit: Or does the Dynamic Defeat LRG patch need to be installed? I thought that was meant for yet another version of Defeat, but since I could not find it, I didn't install the patch either.

 

Have you ruled out the old SL bug where the location of the sex scene is messed up? Happens to me when defeat is interrupted before a scene starts. I can't remember the technical cause of it, but it ends up with the participants in a scene getting teleported somewhere, usually far away, to do the scene. I test/fix this by causing a sex scene between two random NPCs to start, resulting in them being teleported to wherever the sex scene happens. This clears that location from the queue or whatever causes the bug, and from then on scenes work normally. I usually use the irresistibly attractive spells from SL Matchmaker(i think). I try to use generic NPCs too in case they take awhile to find their way back to where they should be

Posted
1 hour ago, johnhamm said:

 

Have you ruled out the old SL bug where the location of the sex scene is messed up? Happens to me when defeat is interrupted before a scene starts. I can't remember the technical cause of it, but it ends up with the participants in a scene getting teleported somewhere, usually far away, to do the scene. I test/fix this by causing a sex scene between two random NPCs to start, resulting in them being teleported to wherever the sex scene happens. This clears that location from the queue or whatever causes the bug, and from then on scenes work normally. I usually use the irresistibly attractive spells from SL Matchmaker(i think). I try to use generic NPCs too in case they take awhile to find their way back to where they should be

Thanks for the tip. I've never encountered the bug you describe before. There seems to be one significant difference to what was going on here: it's the PC alone, who gets teleported. Or at least to that location (city gate), none of the other characters ever appear there. Also this wouldn't account for the variant where the scene never gets triggered, i.e. captors always let you go, no matter what you answer. I've already uninstalled FSM and started a new game, so I'm probably not going to test this any time soon. But thank you for the input. Might come in handy, someday. 

Posted
On 1/6/2024 at 8:52 PM, Bane Master said:

Any progress with JContainers?  If not, then a script log showing the first run of FSM after you add it would be helpful.

Thank you so much for following up. I ended up removing then re-installing JContainers, and I have the audit files being populated now, thanks. I now see the following error messages in the audit_masters file. I don't yet have other mods installed, but I checked a few of the skyrim.esm FormIDs in Masters.JSON file in TES5VREdit and they are correct (of course). What could cause these errors? How do the Index #s below relate back to the entries in the JSON file?

 

Follower Slavery Mod - Audit Log for Masters.json

npc male: 

Index   0     ******************************* FormID not found: Either the Mod is not installed, the FormID was not found in the Mod, or it is an unloaded temporary reference
Index   1     ******************************* FormID not found: Either the Mod is not installed, the FormID was not found in the Mod, or it is an unloaded temporary reference
Index   2     ******************************* FormID not found: Either the Mod is not installed, the FormID was not found in the Mod, or it is an unloaded temporary reference

Posted (edited)
2 hours ago, zetecr said:

How do the Index #s below relate back to the entries in the JSON file

They are just the row position in the group - so not helpful if every entry is failing to load

 

2 hours ago, zetecr said:

What could cause these errors?

I'm going to guess there is a missing our out of date dependency somewhere.

 

Can you start the game, run the Masters audit and then post the Papyrus Script log of the run - that may give us a clue

 

In case you haven't any experience with Papyrus Logs @VirginMarie has created a helpful guide on how to get one

Edited by Bane Master
Posted
On 1/9/2024 at 10:33 PM, Bane Master said:

They are just the row position in the group - so not helpful if every entry is failing to load

 

I'm going to guess there is a missing our out of date dependency somewhere.

 

Can you start the game, run the Masters audit and then post the Papyrus Script log of the run - that may give us a clue

 

In case you haven't any experience with Papyrus Logs @VirginMarie has created a helpful guide on how to get one

Thanks for that, I got the info from Bing AI chat. I was familiar with SKSE logs but never had papyrus log enabled all these years.. 😅

 

These are typical fsm entries I saw in the log I got:

 

[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - GSB not loaded - Element 0 is None
[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - Brown not loaded - Element 0 is None
[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - Black not loaded - Element 0 is None

 

File attached below. Many thanks for being so patient.

Papyrus.0.log

Posted (edited)
42 minutes ago, zetecr said:

These are typical fsm entries I saw in the log I got:

 

[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - GSB not loaded - Element 0 is None
[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - Brown not loaded - Element 0 is None
[01/10/2024 - 08:06:29PM] FSM JC Warning - .male..male.Zaz - Cuffs and Collars - Black not loaded - Element 0 is None

 

Well - first thing that shows up is a bug in the displayed debug path (which I have just fixed in the next version - thanks!) 

 

It still looks like none of the Json data is being loaded but if your SKSE and JContainers installs are up to date I don't understand why that would be.

 

Can you double check that there isn't part of some old JContainers version (either orphaned or included in another mod) that is overwriting

your JContainers for Skyrim VR 1.4.15 and SKSE VR 2.0.12 install please?

 

This  looks strange in your papyrus log 

 

[01/10/2024 - 08:05:52PM] warning: Replacing native function GetModByName on unlinked object Game.
[01/10/2024 - 08:05:52PM] warning: Replacing native function GetModName on unlinked object Game.
[01/10/2024 - 08:05:52PM] warning: Replacing native function GetModAuthor on unlinked object Game.
[01/10/2024 - 08:05:52PM] warning: Replacing native function GetModDescription on unlinked object Game.
[01/10/2024 - 08:05:52PM] warning: Replacing native function GetModDependencyCount on unlinked object Game.
[01/10/2024 - 08:05:52PM] warning: Replacing native function GetNthModDependency on unlinked object Game.

 

These are SKSE functions - I don't know if this is normal for a VR install (as I don't have it) or whether it implies there is an issue with your SKSE installation. FSM uses GetModByName to link to external Mods - so if that's not working FSM will not be able to function

 

 

Edited by Bane Master
Posted

How does bounty system work in this mod can you explain? I tried stealing a slave from an npc in World of Rudra mod and she wanred about a bounty being out on both the characters. Tried asking riverwood and kynsgrove innkeepers about any rumors about runaway slave but no info.

 

Posted

I encountered a BUG where the slave doesn't sleep with her master on the bed long sfter she first does so if I use the MCM crosshair method of enslavement 

Posted (edited)
10 hours ago, phobos33 said:

How does bounty system work in this mod can you explain?

When you steal a slave

Spoiler

The buyout value of the Slave is added as a bounty to the Master's (or if they have none, to the local) crime faction using the Vanilla bounty system.

What happens after that is not handled by FSM - it depends on what Bounty/Arrest/Prison mods(s) you are using.

 

Edited by Bane Master
Posted
9 hours ago, phobos33 said:

slave doesn't sleep with her master on the bed long sfter she first does so if I use the MCM crosshair method of enslavement 

I have just tested this using both Sexlab and Toys & Love and sex scenes start at each interval as specified in the MCM so it's working as intended for me.

 

FSM just calls a random scene based on your MCM gender preferences, whether a bed is involved is not handled by FSM but would depend on your Sexlab/T&L setup.

 

SL/Love scenes will not start if an actor is busy or if their are no suitable animations found. This depends on your animation filter settings in SL/Love/dD etc. as well as which animations you have installed) . 

 

If you post your papyrus log of your testing this then we should be able to see why scenes are not starting for you.

Posted
3 hours ago, Bane Master said:

I have just tested this using both Sexlab and Toys & Love and sex scenes start at each interval as specified in the MCM so it's working as intended for me.

 

FSM just calls a random scene based on your MCM gender preferences, whether a bed is involved is not handled by FSM but would depend on your Sexlab/T&L setup.

 

SL/Love scenes will not start if an actor is busy or if their are no suitable animations found. This depends on your animation filter settings in SL/Love/dD etc. as well as which animations you have installed) . 

 

If you post your papyrus log of your testing this then we should be able to see why scenes are not starting for you.

Oh pardon....I'm not talking Bout sex scenes because they work perfectly fine. I'm referring to the "normal" sleeping. One thing I like about this mod is how the slave goes to bed sleep along with her master he does.

Posted
3 hours ago, Bane Master said:

I have just tested this using both Sexlab and Toys & Love and sex scenes start at each interval as specified in the MCM so it's working as intended for me.

 

FSM just calls a random scene based on your MCM gender preferences, whether a bed is involved is not handled by FSM but would depend on your Sexlab/T&L setup.

 

SL/Love scenes will not start if an actor is busy or if their are no suitable animations found. This depends on your animation filter settings in SL/Love/dD etc. as well as which animations you have installed) . 

 

If you post your papyrus log of your testing this then we should be able to see why scenes are not starting for you.

Understood. 

Is it possible to make it so that when I run away with a slave, there are bounty hunters after us who upon defeating me(if they do)I don't die but enter a bleed out phase and black out. Then waking up with a message on how my rescued slave was taken back to her master. Interesting idea isn't it?

 

 

Posted
2 hours ago, phobos33 said:

Also how do runaway slaves work? 

You have to set the chance per day that they will manage to run away in the MCM - you set the chance for each master type.

Spoiler

If they run away  successfully they will revert to using their standard behaviour package when not following the player so in most cases they will show up where they usually hang out .

 

If they manage to steal any of their gear back they will be wearing it - if not they will just be wearing the minimum clothing required to cover their... assets....

 

Posted
2 hours ago, phobos33 said:

Is it possible to make it so that...

I'm sure it's possible, but I don't know if I have the skill set to do it - I certainly add it to my list of suggestions for possible future developments

 

 

2 hours ago, phobos33 said:

Interesting idea isn't it?

Always good to hear ideas 

Posted
2 hours ago, phobos33 said:

One thing I like about this mod is how the slave goes to bed sleep along with her master he does.

Whilst I would like to claim that it is FSM that is doing this I can't - its' just coincidence that the slave has chosen to use the bed next to the master, there's nothing in FSM that enforces this behaviour - sorry

Posted
1 hour ago, Bane Master said:

Whilst I would like to claim that it is FSM that is doing this I can't - its' just coincidence that the slave has chosen to use the bed next to the master, there's nothing in FSM that enforces this behaviour - sorry

Would appreciate if you turn that into a feature, IF you have the skill to do so. In Paradise hall's AYGAS extension, the slaves just lay down on the ground beside her master's bed which kinda crappy idea tbh.

 

Posted
1 hour ago, Bane Master said:

I'm sure it's possible, but I don't know if I have the skill set to do it - I certainly add it to my list of suggestions for possible future developments

 

 

Always good to hear ideas 

What are the new features & changes in upcoming update?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...