Jump to content

Recommended Posts

Posted
2 hours ago, phobos33 said:

added about 5 npc's Base ID

It should be a persistent RefID (the one that places RefID NNN in persistent cell xxx) not the Base ID

Posted
14 hours ago, erynyes said:

i'm using NFF, lazy follower works fine with it, i use it to manually enslave my custom followers to the Jarls, maybe it's an EFF problem

Yes, I tested and was able to identify the "bug".

I think it's just a feature : I use Devious Follower with FSM. My current follower was tagged as Devious Follower, so maybe FSM can't flag her to be a valid target to enslave with the MCM.

If it can't force the enslavement, does FSM can trigger if I get defeated with this follower to enslave them?

Posted
4 minutes ago, limonotu said:

My current follower was tagged as Devious Follower, so maybe FSM can't flag her to be a valid target to enslave with the MCM.

 

You are correct it's not a bug - Devious Followers are not valid targets for FSM and as such cannot be enslaved. If the follower ceases to be devious they will then be a valid target for FSM

Posted

If an enslaved follower is sold off, who are they sold to? Is it to any valid master, or does the mod prioritize certain types like NPC male/female or Hydra Slavers? Also, if I set the chance to sell to 50%, does that mean that every day they have a 50/50 chance of being sold?

 

I'm trying to set it up so that if a follower is enslaved by a hostile faction, they'll keep getting moved until they end up with a non-hostile NPC. Then I can plan their escape or negotiate their freedom.  It's also a fun surprise to just walk up to a city and suddenly see one of your previous followers decked in bondage gear, obediently following one of the local townsfolk. Plus, it's currently the only method to find/discover an enslaved follower without combing thru the various locations or using the MCM.

 

My current Sale settings are:

  • 0.00% for NPC Male/Female
  • 80.00% for all the other Master Types

So far I've stumbled upon 8 out of the 10 followers that I randomly enslaved. I assume the other 2 are still bouncing around hostile factions since it's been several weeks now and every Inn I asked still hasn't seen them.

Posted
19 hours ago, Bane Master said:

It should be a persistent RefID (the one that places RefID NNN in persistent cell xxx) not the Base ID

I can't find that ID, the potential masters I've added aren't potential followers and were previously used by myself enslave my followers through MCM crosshair feature.

Posted
3 hours ago, Lucci213 said:

If an enslaved follower is sold off, who are they sold to? Is it to any valid master, or does the mod prioritize certain types like NPC male/female or Hydra Slavers? Also, if I set the chance to sell to 50%, does that mean that every day they have a 50/50 chance of being sold?

 

I'm trying to set it up so that if a follower is enslaved by a hostile faction, they'll keep getting moved until they end up with a non-hostile NPC. Then I can plan their escape or negotiate their freedom.  It's also a fun surprise to just walk up to a city and suddenly see one of your previous followers decked in bondage gear, obediently following one of the local townsfolk. Plus, it's currently the only method to find/discover an enslaved follower without combing thru the various locations or using the MCM.

 

My current Sale settings are:

  • 0.00% for NPC Male/Female
  • 80.00% for all the other Master Types

So far I've stumbled upon 8 out of the 10 followers that I randomly enslaved. I assume the other 2 are still bouncing around hostile factions since it's been several weeks now and every Inn I asked still hasn't seen them.

 

So the MCM has the list settings for escaping and being sold off, who they get sold of is for the most part random, but you can achieve what you seek by doing the following:

 

Set it up so the bandit, mage and vampire lists have a high change of selling off the slave, 50% would make a 50/50 you are correct.

 

Then set up the NPC list to have a low chance of selling, the NPC list is for non hostile NPCs.

 

I have lists for SLUTS, Devious Lore, SL Survival and hydra_slavegirls, with a chance of like 5% to sell of, so my followers usually end up in jail, or the most fun of all, the hydra overseers that walk around with hostages.

 

But yeah, you have the gist of it just fine, remember you can also have the NPC have a different lower chance to sell of, so if you find you follower in town if you set it up to 30% it'll encourage you to get the money fast before they disappear again.

Posted
4 hours ago, ttpt said:

 

So the MCM has the list settings for escaping and being sold off, who they get sold of is for the most part random, but you can achieve what you seek by doing the following:

 

Set it up so the bandit, mage and vampire lists have a high change of selling off the slave, 50% would make a 50/50 you are correct.

 

Then set up the NPC list to have a low chance of selling, the NPC list is for non hostile NPCs.

 

I have lists for SLUTS, Devious Lore, SL Survival and hydra_slavegirls, with a chance of like 5% to sell of, so my followers usually end up in jail, or the most fun of all, the hydra overseers that walk around with hostages.

 

But yeah, you have the gist of it just fine, remember you can also have the NPC have a different lower chance to sell of, so if you find you follower in town if you set it up to 30% it'll encourage you to get the money fast before they disappear again.

I downloaded and used the hydra lair mod, but unfortunately there weren't any hydra slaver that were mentioned in masters.json 

Is it the correct one or there's some other patch for slavers?

Posted
12 hours ago, phobos33 said:

I can't find that ID

If you select them in the console it should dis play both their BaseID and ReferenceID - it's the RefID you need to use

Posted (edited)
13 hours ago, phobos33 said:

I can't find that ID, the potential masters I've added aren't potential followers and were previously used by myself enslave my followers through MCM crosshair feature.

Try installing this other mod so that the in-game console can be more useful

https://www.nexusmods.com/skyrimspecialedition/mods/19250

 

19250-1536519536-1721468144.webp.b9fcae3d01fcee21806cbc077972e799.webp

gives you more info whenever you click anything in the game and makes identifying stuff easier

Edited by Lucci213
Posted
1 hour ago, Bane Master said:

If you select them in the console it should dis play both their BaseID and ReferenceID - it's the RefID you need to use

tried the RefID and still they're ineliglible to become masters

Posted
8 hours ago, phobos33 said:

I downloaded and used the hydra lair mod, but unfortunately there weren't any hydra slaver that were mentioned in masters.json 

Is it the correct one or there's some other patch for slavers?

 

Must either be something I downloaded or something I made, making the proper .json files for FSM isn't that difficult but when I have some time I can upload what I have.

Posted
56 minutes ago, phobos33 said:

This is an SE mod, I'm playing the LE skyrim.

MFG Console accomplishes the same thing.  A version of it is already packaged with SexLab.  Just click on an NPC with the console open and note the base and reference IDs displayed in the lower right of the screen.

Posted (edited)
16 hours ago, phobos33 said:

tried the RefID and still they're ineliglible to become masters

If the ID is correct and they are still ineligible then their actor reference is not in a persistent cell (their form therefore cannot be found when the game loads). There is no way around this requirement.

 

If you look up the actor in XEdit and then look at the "referenced by" tab you will be able to check whether they have a persistent Ref or not - there may be a lot of records in the tab but one of them will be placing the character

 

For example Farengar (Base ID 00013BBB) is in a persistent cell and can be an NPC Master and has this entry in the "referenced by" tab

 

FarengarSecretFireREF [ACHR:0001A67E] (places FarengarSecretFire "Farengar Secret-Fire" [NPC_:00013BBB] in GRUP Cell Persistent Children of WhiterunDragonsreach "Dragonsreach" [CELL:000165A3])

 

But Brother Verulus (Base ID 0001338C) is in a temporary cell and cannot be added as as NPC Master and has this entry in the "referenced by" tab

 

BrotherVerulusREF [ACHR:0001BB8F] (places BrotherVerulus "Brother Verulus" [NPC_:0001338C] in GRUP Cell Temporary Children of MarkarthHalloftheDead "Hall of the Dead" [CELL:00023FD4])

 

(I added the colours to highlight the difference)

 

If an Actor is loaded OK as confirmed by the Audit_Masters.txt report but you cannot enslave a follower to them then one (or more) of the following is true

  • They do not have the keyword ActorTypeNPC and also their Race has not been added to "slaver_races" in Utility.json
  • They are a child
  • They are dead
  • They are a Follower/Hireling or a Potential Follower/Hireling
  • They are the Players Sanguine's Debauchery Master
  • They are already an FSM Master with a slave
Edited by Bane Master
Posted

What's New in Version 1.500

Released 

  • Innkeepers may now hear rumours of the location of followers taken by hostile Slavers
  • The accuracy of rumours of followers taken by hostile Slavers can be set in the MCM
  • The maximum delay before rumours of hostile Slavers start to circulate can be set in the MCM
  • The maximum delay before rumours of sightings of Followers enslaved to non-hostile NPC Actors start to circulate can now be set in the MCM
  • Optimised the version update code for Slave Release and Re-Enslave 
  • Fixed a bug in the SLDefeat plugin's aggressor detection
Posted

Can I request a feature for those who don't want to go out of their way for every defeat - is it possible for an option the slaver to seek out the player and look for rewards/a PW stint/slavery stint - "or else you'll never see her again."

Posted
3 hours ago, izumonoryu2 said:

Can I request a feature

It's a great idea - several similar ideas have been posited - the issue is that I'm OK with Papyrus code but I seriously suck with the CK and so I'm not sure I have the skills to pull it off.

 

I'll bear it in mind though If I can work out a way to develop it relatively simply

Posted
13 hours ago, Bane Master said:

It's a great idea - several similar ideas have been posited - the issue is that I'm OK with Papyrus code but I seriously suck with the CK and so I'm not sure I have the skills to pull it off.

 

I'll bear it in mind though If I can work out a way to develop it relatively simply

For a limited skill set, you've made some pretty great mods. Been enjoying both this mod and Failure Modes and Effects in all my playthroughs.

 

Can I ask, is adding random dialog to guards/NPCs (the things they say when you walk near them: "arrow in the knee" , "ever been to the Cloud District", etc.) within your skill set? If so, maybe you can have them say rumors or comments to the player as they walk by. For example:

 

Guards: "I saw bandits dragging a nord to Fort Greymoor. Poor lass must be terrified."

  • I saw bandits dragging a [enslaved follower race] to [bandit camp location]. Poor [(lass/lad)-follower gender] must be terrified.

 

Merchants: "Have you seen Nazeem's new pet? Pretty little thing, that one."

  • "Have you seen [non-hostile NPC name]'s new pet? Pretty little thing, that one."

 

Citizens: "If you see Delphine tell her to keep her argonian slave under control!"

  • "If you see [non-hostile NPC name] tell [(him/her)-master gender] to keep [(his/her)-master gender] [enslaved follower race] slave under control!"

 

Khajiit Caravan: "We came across Vampires by Haemar's Shame. Curiously, they had a captive. Dark Elf. This one hopes his blood still flows."

  • We came across Vampires by [vampire lair location]. Curiously, they had a captive. [enslaved follower race]. This one hopes [(his/her)-follower gender] blood still flows.
Posted (edited)
9 hours ago, Lucci213 said:

For a limited skill set, you've made some pretty great mods. Been enjoying both this mod and Failure Modes and Effects in all my playthroughs

Thank you - I'm glad you are enjoying them!

 

9 hours ago, Lucci213 said:

adding random dialog to guards/NPCs

I can take a look at how this is done to see if it's possible but  dialogue is one of the things I have limited experience of.  I do know that text substitution in dialogue is pretty limited so it's not simple - for example

 

"I saw bandits dragging a nord to Fort Greymoor. Poor lass must be terrified."

 

would actually have to be

 

"I saw <AggreessorName> dragging a <Slave Race> to <Slavery Location>. Poor <Gender Descriptor> must be terrified."

 

But AFAIK substitutions can only be names and pronouns of Actors in a ReferenceAlias, this might also work for the name of a Location in a Location Alias too but I would have to test it,

 

So - maybe,

 

"I saw Bandit Chief dragging Lydia to Fort Greymoor. She looked terrified" is possible but the language is a bit clunky for my taste....

 

EDIT: Sadly - even that won't work as it turns out only the Players dialogue response can use text substitution, not the Topic text spoken by the NPC 🙁

 

@everyone Any Dialog Gurus reading this know how to substitute other text values into Topic dialogs?

Edited by Bane Master
Posted

What's New in Version 1.510

Released 

  • Fixed Item Buyback not offering any items when "Remove Restraints when Bought" was toggled off in the MCM

Version 1.500

  • Innkeepers may now hear rumours of the location of followers taken by hostile Slavers
  • The accuracy of rumours of followers taken by hostile Slavers can be set in the MCM
  • The maximum delay before rumours of hostile Slavers start to circulate can be set in the MCM
  • The maximum delay before rumours of sightings of Followers enslaved to non-hostile NPC Actors start to circulate can now be set in the MCM
  • Optimised the version update code for Slave Release and Re-Enslave 
  • Fixed a bug in the SLDefeat plugin's aggressor detection
Posted
On 1/17/2024 at 4:04 PM, Bane Master said:

If the ID is correct and they are still ineligible then their actor reference is not in a persistent cell (their form therefore cannot be found when the game loads). There is no way around this requirement.

 

If you look up the actor in XEdit and then look at the "referenced by" tab you will be able to check whether they have a persistent Ref or not - there may be a lot of records in the tab but one of them will be placing the character

 

For example Farengar (Base ID 00013BBB) is in a persistent cell and can be an NPC Master and has this entry in the "referenced by" tab

 

FarengarSecretFireREF [ACHR:0001A67E] (places FarengarSecretFire "Farengar Secret-Fire" [NPC_:00013BBB] in GRUP Cell Persistent Children of WhiterunDragonsreach "Dragonsreach" [CELL:000165A3])

 

But Brother Verulus (Base ID 0001338C) is in a temporary cell and cannot be added as as NPC Master and has this entry in the "referenced by" tab

 

BrotherVerulusREF [ACHR:0001BB8F] (places BrotherVerulus "Brother Verulus" [NPC_:0001338C] in GRUP Cell Temporary Children of MarkarthHalloftheDead "Hall of the Dead" [CELL:00023FD4])

 

(I added the colours to highlight the difference)

 

If an Actor is loaded OK as confirmed by the Audit_Masters.txt report but you cannot enslave a follower to them then one (or more) of the following is true

  • They do not have the keyword ActorTypeNPC and also their Race has not been added to "slaver_races" in Utility.json
  • They are a child
  • They are dead
  • They are a Follower/Hireling or a Potential Follower/Hireling
  • They are the Players Sanguine's Debauchery Master
  • They are already an FSM Master with a slave

The npcs I want to add in the masters registry are all in a Temporary Cell(this sucks), another problem is that I tried to change the names, voice, aggression and confidence of the the NPCs in the Tes5edit but the changes don't appear. I saved the changes I made in the registries.

This happened after I succeeded in making the changes I wanted via Creation Kit only for it to cause the game crashing everytime I wanted to savegame(I couldn't), so I reinstalled everything and started from scratch.

Posted
4 hours ago, Bane Master said:

I can take a look at how this is done to see if it's possible but  dialogue is one of the things I have limited experience of.  I do know that text substitution in dialogue is pretty limited so it's not simple

 

Appreciate you looking into it. What I'm truly looking for is a passive way of informing the player that a slave is nearby.

 

I enslave about 6 random followers at the start of every game and have the Sell Chance high so they move around a lot. Asking the innkeeper for info on all 6 (or more) is tedious, so I mostly see them once they've been transfered to a non-hostile Town NPC (who's Sell Chance is much lower, 3%). And sometimes the NPC is hidden away in the less traveled parts of town or rarely leaves their private home. So I could be walking past them and never know.

 

If you do end up implementing a dialog system or something similar, I can help with the writing bit. The referenced variables can be reduced and they can be written to be more universal.

 

Instead of: 

Guard:  "I saw <Bandit Chief> dragging <Lydia> to <Fort Greymoor>. <She> looked terrified."

Change it to: 

Guard:  "A bunch of bandits were dragging slaves to <Fort Greymoor>. We can't do much right now, but you adventurers should know."

 

The second line only needs the location and can use any hostile teritory. It could be implied that bandits are selling slaves to warlocks/vampries/other bandits, and it doesn't matter who the slave's original captor was because it's not important info. There's less info on WHO that slave is, but at least you know there's one in the area.

Posted
5 minutes ago, Lucci213 said:

Change it to: 

Guard:  "A bunch of bandits were dragging slaves to <Fort Greymoor>. We can't do much right now, but you adventurers should know."

The issue is that you can't give a Topic (the line the Guard speaks) text substitution - so  <Location> is not possible, unless there is a clever work around that I don't know about

Posted
5 hours ago, Bane Master said:

Sadly - even that won't work as it turns out only the Players dialogue response can use text substitution, not the Topic text spoken by the NPC 🙁

 

@everyone Any Dialog Gurus reading this know how to substitute other text values into Topic dialogs?

Yes, it's a sad limitation that only PC dialog can use text substitution.  Presumably, it's because all NPC dialog in the game is voiced, whereas the PC's is not.  (With the trend toward voicing PC dialog, I'm hoping we don't lose PC text substitution in TES 6.)

 

A common technique to convey random information to the player is to use notes, like those bulletin board mods that offer random quests.  You probably don't want to have to scatter around message boards, with the risk of conflicts with city overhaul mods, but innkeepers might have a list of unusual sightings.  That feels a bit clunky though, unless you can word it as a public announcement like the bounty letters.

 

You might just skip using conversation topics in favor of notifications.  If you use a Message for the notification, that supports text substitution:  "You overhear that <follower> was seen near <location>."  Unfortunately, notifications have to be fairly short, and they're easy to miss (but so is a random NPC comment), though you might also record the tip in a quest log of most recent rumors.

Posted
20 minutes ago, Bane Master said:

The issue is that you can't give a Topic (the line the Guard speaks) text substitution - so  <Location> is not possible, unless there is a clever work around that I don't know about

Then maybe just a completely generic line with no text substitution?

 

Guard:  "A group of bandits were seen dragging slaves in the area. We can't do much right now, but you adventurers should watch out."

 

I still tells you if a slave is in the hold, so maybe you should check with an innkeeper for more info.

 

I did look into how dialog works in Skyrim, and yeah, you can't make substitutions like that. I think it was possible in paper notes / bounties, but not for dialog.

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...