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Posted

I hope this hasn't already been addressed (I combed through the thread and didn't see anything) but do you have any plans down the road to allow the player to substitute themselves in place of the follower for their freedom? As soon as the follower is freed the mod could hook into something like Submissive Lola or SD+ and let those mods handle the enslavement process while providing an immersive bridge to giving a PC a reason to submit to an NPC without breaking the established tone of the mods.

 

For example, a bandit or criminal might agree to letting the follower go in exchange for a set contract with Submissive Lola in hopes that their strong hand will show the player that life is better under their thumb, giving the PC a reason to surrender to a "weaker" NPC (if I can make it to the end of the contract, I'll be fine).

 

I apologize if this is beyond your scope for the mod. I use this mod in all of my playthroughs so I can't help but wonder about "what-if" scenarios 😋

Posted (edited)
15 hours ago, MyNameIsnt said:

I apologize if this is beyond your scope for the mod.

Nothing to apologise for - all suggestions gratefully received!  🙂

 

I can't promise anything but it has been mentioned before and would be an interesting development if I can find a way to do it reliably. The main issue as I see it is how to determine if the FSM Master is a valid Sub Lola or  DF master...

Edited by Bane Master
Posted
10 hours ago, Bane Master said:

Nothing to apologise for - all suggestions gratefully received!  🙂

 

I can't promise anything but it has been mentioned before and would be an interesting development if I can find a way to do it reliably. The main issue as I see it is how to dteremine if the FSM Master is a valid Sub Lola or  DF master...

please respond to my comment

Posted
2 hours ago, phobos33 said:

please respond to my comment

 

18 hours ago, phobos33 said:

The npcs I want to add in the masters registry are all in a Temporary Cell

 

I'm not sure what else you want me to say...  Actors from Temporary Cell Refs are not valid FSM Masters so the actors you are trying to add won't work.

 

 

18 hours ago, phobos33 said:

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

 

This isn't an FSM issue so you need to ask for help in the general Skyrim Technical Support topic.

Posted
55 minutes ago, Bane Master said:

 

 

I'm not sure what else you want me to say...  Actors from Temporary Cell Refs are not valid FSM Masters so the actors you are trying to add won't work.

 

 

 

This isn't an FSM issue so you need to ask for help in the general Skyrim Technical Support topic.

Sadly the mod that adds the new npcs in the new map each and every one of them have AHCR value of Temporary Cell. Is there any way to fix that?

Posted (edited)
3 hours ago, phobos33 said:

Sadly the mod that adds the new npcs in the new map each and every one of them have AHCR value of Temporary Cell. Is there any way to fix that?

Not that I know of - sorry

Edited by Bane Master
Posted
1 hour ago, phobos33 said:

Is it possible for you to make a patch for Death Alternative mod? I'm playing on LE

Too much work involved for me to take it on right now - good project for someone to cut their teeth on though...

Posted
On 1/1/2024 at 10:01 AM, Pkingsley said:

Ah its all good, I'll try a new run and see if it pops up again. I don't usually play too long on any given playthrough so it isn't much to restart. Thanks anyway, and I'll update if I get these errors again. 

Update on this. I've at the very least gotten it happen again. This time getting 100+ suspended scripts all about the interface and missing refs. Sadly my dumbass turned off papyrus logging after awhile of it working. This happened again after I ran an update. I'm not really sure why it should happen though. I'll start a new run and see if things pop up and log the whole way through. I might just be doing something bad when updating.

Posted

So I tried to upgrade to 1.510 from 1.402, and I'm running into the Blank MCM window issue again. Last time this happened the issue was resolved by getting intermediate versions of the mod and installing those one at a time, so does anyone have version 1.500 lying around that I can use?

Posted
On 1/28/2024 at 12:02 AM, altsforeveryone said:

Last time this happened the issue was resolved by getting intermediate versions of the mod and installing those one at a time, so does anyone have version 1.500 lying around that I can use?

I have no idea why that would be the case but I'll PM you 1.500 in case it helps

Posted
16 hours ago, Bane Master said:

I have no idea why that would be the case but I'll PM you 1.500 in case it helps

Can't say I understand it either, but that worked and the MCM is displaying again. Thank you.

Posted
20 hours ago, phobos33 said:

In version 1.5, the followers are enslaved they just stand there in one place and don't move no matter where rhe master goes.

I'm not able to reproduce this and there are no other reports of it - please post a Papyrus log  

Posted

This is a very cheeky request/question but would anyone with modding chops mind taking a look at the integration with Follower goes on a trip?

 

 

If you take a look at the last page of the topic you can see Mushano made a solid effort, unfortunately when I've used the patches he's provided it get's stuck in a loop. 

 

Hopefully not too much of a nuisance request and I'll delete my post if it's out of line, but as someone who doesn't use a defeat framework but loves the follower rescue aspect of FSM it fits perfectly 

 

Many thanks in advance

Posted
17 hours ago, Wastelanddom said:

This is a very cheeky request/question but would anyone with modding chops mind taking a look at the integration with Follower goes on a trip?

 

 

If you take a look at the last page of the topic you can see Mushano made a solid effort, unfortunately when I've used the patches he's provided it get's stuck in a loop. 

 

Hopefully not too much of a nuisance request and I'll delete my post if it's out of line, but as someone who doesn't use a defeat framework but loves the follower rescue aspect of FSM it fits perfectly 

 

Many thanks in advance

Seconded!

Posted (edited)
18 hours ago, Wastelanddom said:

This is a very cheeky request/question

I'm afraid I don't have the time to look into fixing this, but browsing through the FGT thread it appears that the issue with the original patch was Followers being sold on to a new master by FSM?

 

If that is correct AND somebody can tell me a dependency free way of determining if  a Follower is being handled by FGT (either a Keyword, or StorageUtil Variable on the Actor is easiest but a Faction is also possible) then I could easily disable Selling On for FGT handled followers.

 

Hopefully that would resolve the problem by allowing Followers to remain in FGT

Edited by Bane Master
Posted

I have used the FGT patch with FSM for a long time, since it came out. It works as intended, if the follower fails to defeat the bandit/forsworn bounty then they are enslaved by that NPC. The only issues are if the bounty target already has a slave, usually because a follower already tried and failed, in which case the follower will be enslaved to a random NPC as far as I can tell. The other big issue is that the captured followers are not dismissed from FGT, which leads to weird things like them killing their own master(in the FGT way, not actual combat you can see), or them wandering around enslaved but still on a trip. This is usually solved by manually dismissing them from FGT after they have been enslaved.

 

The final issue is probably an issue with the FGT mod. Usually when a follower heads off to take a bounty the game says "[follower] has gone to claim a bounty in [hold]". After awhile I see "has gone to claim a bounty in [hold]" which brings the whole mod to a standstill. Only way to fix it is to reset the mod using MCM. My guess is some kind of improper list removal of a follower leading to an invalid NPC reference or something, but I'm just guessing.

 

Not sure if any of this info is helpful tbh, but that is my experience using the two mods together.

Posted (edited)
7 hours ago, johnhamm said:

I have used the FGT patch with FSM for a long time, since it came out. It works as intended, if the follower fails to defeat the bandit/forsworn bounty then they are enslaved by that NPC. The only issues are if the bounty target already has a slave, usually because a follower already tried and failed, in which case the follower will be enslaved to a random NPC as far as I can tell. The other big issue is that the captured followers are not dismissed from FGT, which leads to weird things like them killing their own master(in the FGT way, not actual combat you can see), or them wandering around enslaved but still on a trip. This is usually solved by manually dismissing them from FGT after they have been enslaved.

 

The final issue is probably an issue with the FGT mod. Usually when a follower heads off to take a bounty the game says "[follower] has gone to claim a bounty in [hold]". After awhile I see "has gone to claim a bounty in [hold]" which brings the whole mod to a standstill. Only way to fix it is to reset the mod using MCM. My guess is some kind of improper list removal of a follower leading to an invalid NPC reference or something, but I'm just guessing.

 

Not sure if any of this info is helpful tbh, but that is my experience using the two mods together.

Thanks for the clarification. 🙂

 

As dismissal from FGT is required I'll leave that issue for an FGT modder to solve.

 

7 hours ago, johnhamm said:

if the bounty target already has a slave

This can be avoided  by setting the FSM enslave modevent  master type string to "" and the allow fallback bool to false.

 

Then, if the passed in Actor is invalid, (including if they already have an FSM slave) the Follower will not be enslaved.

 

Code example

Spoiler

Int iFSMEnslave = ModEvent.Create("fsm_enslavefollower")
            If iFSMEnslave
                ModEvent.PushForm(iFSMEnslave, kSlave)       ; Form    The Follower to be Enslaved
                ModEvent.PushForm(iFSMEnslave, kMaster)    ; Form    The Actor who will be the Master or a Location that has a Boss Reference who is a valid FSM master
                ModEvent.PushString(iFSMEnslave, "")             ; String    An empty string disables fallback to a master type
                ModEvent.PushBool(iFSMEnslave, False)          ; Bool      False Disables Fallback to a random master
                ModEvent.Send(iFSMEnslave)
            EndIf

 

Edited by Bane Master
Posted

Hey there,

i encountered a for me reproducible bug or more an incompatibility. I have an extensive modlist so there might be another mod interfering.

 

this is about legacy of the dragonborn's dev avezha, the airship. The airships position control is used like a chat menu with a npc.

Using this menu causes a ctd if i let fsm install. i tested this multiple times with saves without fsm's mcm installation where it does not occur.

So having the plugin loaded does not cause this, only the installation.

Posted (edited)

It's probably not a bug but sometimes when a follower is enslaved to a neutral NPC that won't interact with the player, the option to buy your follower won't appear. This becomes even more difficult if the NPC holding your follower is marked as essential. A debug or MCM command might be the only way to free them. Or maybe setting a high escape chance for your follower.

 

Though depending on which troublesome NPC has your follower, it could make for some interesting role playing.

Spoiler

After a Simple Slavery event, I found out that my follower, Auri, got enslaved and bought by Galmar Stone-fist, Ulfric's second-in-command. Galmar won't talk to me unless I join the Stormcloaks in the Civil War. I'm playing as an Imperial adventurer who would rather remain neutral but this situation is forcing me to choose a side to save Auri. So, either I:

  • Join the Stormcloaks and take the oath to fight for Ulfric. Then talk to Galmar about releasing Auri.

Or,

  • Join the Empire and abandon Auri to be Galmar's sex slave until I can storm Windhelm.

I could always defect to the Empire after finding the Jagged Crown, but being forced to fight for/against Ulfric to save Auri is a dark fantasy moment too genuine for me to pass up.

 

Edited by Roarke
Posted
19 hours ago, bopmop said:

Hey there,

i encountered a for me reproducible bug or more an incompatibility. I have an extensive modlist so there might be another mod interfering.

 

this is about legacy of the dragonborn's dev avezha, the airship. The airships position control is used like a chat menu with a npc.

Using this menu causes a ctd if i let fsm install. i tested this multiple times with saves without fsm's mcm installation where it does not occur.

So having the plugin loaded does not cause this, only the installation.

Thanks for the report - I'll keep it in mind but for now (assuming others get the same result with that mods menu)  it's just going to be a case of not  using FSM with legacy of the dragonborn.

Posted (edited)
5 hours ago, Roarke said:

It's probably not a bug but sometimes when a follower is enslaved to a neutral NPC that won't interact with the player, the option to buy your follower won't appear.

It's not a bug and the good news is there is already a mechanism in place to allow you to buy a slave from a dialogue blocked Master.

 

Spoiler

Speak to the slave - immediately the slave's usual Go Away type dialogue response finishes, speak to the slave again and you will get the option to buy using dialogue with the slave.

 

Edited by Bane Master

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