Bane Master Posted March 9, 2024 Author Posted March 9, 2024 18 minutes ago, johnhamm said: which FSM can send the player to FSM doesn't send the Player to SS. If the player is sent to SS by Defeat for example, FSM will send the Followers to SS with the player. FSM has no slavery effects/handoffs for the Player. 1
DonQuiWho Posted March 9, 2024 Posted March 9, 2024 4 hours ago, Bane Master said: FSM doesn't send the Player to SS. If the player is sent to SS by Defeat for example, FSM will send the Followers to SS with the player. FSM has no slavery effects/handoffs for the Player. @johnhamm Yep 'Defeat' can hand the player's PC off to SS, and can hand off Followers to FSM Basically, it's more like .... IF Defeat hands Followers off to FSM THEN Defeat also can (have chance to) hand PC off to (Ponzy Pyramid's) Radiant Captivity etc ... presumably closing off the Defeat events similarly to when the player goes to SS (I'm sure it's more complicated in the detail, but that's the basic scenario) DQW 1
Bane Master Posted March 9, 2024 Author Posted March 9, 2024 26 minutes ago, DonQuiWho said: (I'm sure it's more complicated in the detail, but that's the basic scenario) A bit more complicated maybe but not much - in outline: IF PlayerIsDefeated AND FollowerIsDefeated THEN IF PlayerIsSentToSS AND NOT ( FollowerEnslavedByAnAgressor OR FollowerHasDefeatEscapeSpell) THEN SendFollowertoSS ENDIF ENDIF 2
johnhamm Posted March 10, 2024 Posted March 10, 2024 Right my bad I got confused. I meant that defeat sends the player to SS, then SS sends the followers to FSM and the player goes to whatever is installed 1
bendan123 Posted March 31, 2024 Posted March 31, 2024 Adding, placing, prohibiting, and redeeming offers a more immersive experience
JuliusXX Posted April 4, 2024 Posted April 4, 2024 Is this compatible with Skyrim 1.6.1170? I'm doing a clean install of Skyrim and decided to try that version.
Bane Master Posted April 5, 2024 Author Posted April 5, 2024 (edited) 14 hours ago, JuliusXX said: Is this compatible with Skyrim 1.6.1170? I'm doing a clean install of Skyrim and decided to try that version. Yep, fully compatible - that's what I'm playing and developing on now. Edited April 5, 2024 by Bane Master
liniul Posted April 11, 2024 Posted April 11, 2024 (edited) I found that nether works followers framework can sometimes not work well with Follower Slavery mod if (1)if you set a homebase for the follower with nethers followers framework and they get defeated and send to simple slavery then the followers end up enslaved to a master , filled with cum if you are using fertility mode. But you cant be find them even though fertility mode tracker of trackable females report they are in your house. Perhaps my companion was sold to a master who was also a phrogger?. (2) auto teleport companions if beyond a certain range can mess with Defeat and hence Follower Slavery mod Edited April 11, 2024 by liniul
Herowynne Posted April 11, 2024 Posted April 11, 2024 (edited) 35 minutes ago, liniul said: auto teleport companions if beyond a certain range can mess with Defeat and hence Follower Slavery mod Yes, I have also noticed this. Now I turn off the follower auto teleport feature of NFF. Instead, I use the NFF Command Followers feature to manually summon followers if they get lost. Edited April 11, 2024 by Herowynne 2
Vitol Posted April 16, 2024 Posted April 16, 2024 Any chance there will be support for Shadow of Skyrim or Acheron death systems?
Bane Master Posted April 16, 2024 Author Posted April 16, 2024 11 hours ago, Vitol said: Any chance there will be support for Shadow of Skyrim or Acheron death systems? FSM provides an API to allow mods to hook into it's functionality - it's really up to the authors of Shadows & Acheron to decide if they want to do that
darkdesires04 Posted April 19, 2024 Posted April 19, 2024 In my game I have many followers waiting for me at inns and other locations across Skyrim, more than 50. So if only 10 are constantly enslaved, it doesn't really matter because there are many followers available. As one gets enslaved another is freed. How difficult would it be to increase the number of followers that can be enslaved to a much bigger number, let's say 100?
johnhamm Posted April 20, 2024 Posted April 20, 2024 16 hours ago, darkdesires04 said: In my game I have many followers waiting for me at inns and other locations across Skyrim, more than 50. So if only 10 are constantly enslaved, it doesn't really matter because there are many followers available. As one gets enslaved another is freed. How difficult would it be to increase the number of followers that can be enslaved to a much bigger number, let's say 100? It is a tedious but doable thing to do yourself by editing the mod in creation kit. I did that with a previous version on FSM and you can find Bane and I talking about it if you search through the pages. You just gotta be thorough and careful while doing it. I think an increase in number for the main mod is unlikely because only a few people run with that many mods and I hear it might cause some script lag if there are too many.
darkdesires04 Posted April 20, 2024 Posted April 20, 2024 2 hours ago, johnhamm said: It is a tedious but doable thing to do yourself by editing the mod in creation kit. I did that with a previous version on FSM and you can find Bane and I talking about it if you search through the pages. You just gotta be thorough and careful while doing it. I think an increase in number for the main mod is unlikely because only a few people run with that many mods and I hear it might cause some script lag if there are too many. Ok, thanks I will check it out. But I don't think it's that uncommon. I don't have 50 follower mods, maybe 20. Many of them have multiple followers available. Even if you just download one mod, like Buxom Wench Yuriana for example, you can have more than 20 followers available. https://www.nexusmods.com/skyrimspecialedition/mods/598
Aldid Posted April 26, 2024 Posted April 26, 2024 So the follower bleedout percentage doesn't seem to work properly, by which I mean that even if it's set to 0% it will interfere with other defeat mods such as Acheron
Bane Master Posted April 27, 2024 Author Posted April 27, 2024 19 hours ago, Aldid said: I mean that even if it's set to 0% it will interfere with other defeat mods such as Acheron It should do nothing if set to 0% - I'll check the code 1
Bane Master Posted April 29, 2024 Author Posted April 29, 2024 On 4/27/2024 at 9:06 AM, Bane Master said: It should do nothing if set to 0% - I'll check the code @Aldid I've checked and can't see anything obvious - I have made one minor code change that *might* have an effect so give this a try, if not then I'll have to add some debug to a version for you to run to try and work out what's going on. This version also moves rumours of slaver camps (i.e. Followers enslaved to hostiles) to Guards - it's pre-release so there may be bugs! Follower Slavery Mod V1.600 RC5.7z 1
Aldid Posted April 30, 2024 Posted April 30, 2024 On 4/29/2024 at 1:47 PM, Bane Master said: @Aldid I've checked and can't see anything obvious - I have made one minor code change that *might* have an effect so give this a try, if not then I'll have to add some debug to a version for you to run to try and work out what's going on. This version also moves rumours of slaver camps (i.e. Followers enslaved to hostiles) to Guards - it's pre-release so there may be bugs! Follower Slavery Mod V1.600 RC5.7z 162.7 kB · 0 downloads I'll check it out, thank you!
darkhold2500 Posted April 30, 2024 Posted April 30, 2024 Would there be any way of adding Follower Live Package integration. I know it's rather outdated, but there's a lot of features in it that I'd prefer over some of the Newer Follower mods. If not, no big deal, just asking. https://www.nexusmods.com/skyrimspecialedition/mods/63490
Aldid Posted April 30, 2024 Posted April 30, 2024 On 4/29/2024 at 1:47 PM, Bane Master said: @Aldid I've checked and can't see anything obvious - I have made one minor code change that *might* have an effect so give this a try, if not then I'll have to add some debug to a version for you to run to try and work out what's going on. This version also moves rumours of slaver camps (i.e. Followers enslaved to hostiles) to Guards - it's pre-release so there may be bugs! Follower Slavery Mod V1.600 RC5.7z 162.7 kB · 1 download I went ahead and added this new file to an ongoing save file and it worked without issue! But then I grew suspicious and tried the same test on the old version, and it also passed... My best guess, then, would be either that something breaks after some continued use, or something about how I've been setting up my savefiles (MCM Recorder) has caused issues. Because this bug has haunted me across multiple save files, and so far removing this mod has been the only cure. Thank you for the help! I'll keep an eye out and see if it develops again, but for now it's working without issue again! 1
Bane Master Posted May 1, 2024 Author Posted May 1, 2024 17 hours ago, Aldid said: My best guess, then, would be either that something breaks after some continued use, or something about how I've been setting up my savefiles (MCM Recorder) has caused issues Glad it's working for you - I suspect it's most likely a setup issue as (so far) there have been no other reports of this issue. 1
Bane Master Posted May 1, 2024 Author Posted May 1, 2024 18 hours ago, darkhold2500 said: Would there be any way of adding Follower Live Package integration. FSM uses a few basic follow/sandbox packages on it's slavery aliases but other than that doesn't change any packages so I'm not sure how integration could work
Rosvinar Posted May 3, 2024 Posted May 3, 2024 this is perhaps a bit far fetched for just an Xedit change, but i was curious about something. A mod recently got released that upon game start your follower mods you have installed would be captured by bandits/mages etc. I liked the premise of it for narrative reasons but it wasnt quite right. the question im hoping to ask is this, is it possible via xedit to have a follow be pre-enslaved via FSM before the game starts or during character creation? that way at low level your character could ask npc if they've seen any npc's like normal and it just maybe the case that they have seen an npc you havent met be already enslaved to a bandit, necromancer, vampire etc
Bane Master Posted May 4, 2024 Author Posted May 4, 2024 (edited) On 5/3/2024 at 9:20 AM, Rosvinar said: is it possible via xedit to have a follow be pre-enslaved via FSM before the game starts or during character creation? Theoretically it should be possible to add a enslave_on_load json follower list, along with a mechanism for 'arming' the process (so that it doesn't keep firing on every load). The simplest way would be to action the json list and then clear it, a bit inconvenient to have to re-add the followers each time you want it to happen but probably the safest option Needs some thought about possible unintended consequences/incompatibilities. Would be useful to know how much support there is for this idea, or whether folks are happy to see how Captive Followers develops - Version 1.1 already addresses a lot of the issues raised with it. Edited May 4, 2024 by Bane Master
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now