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Posted
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.

Posted
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

 

 

Posted
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

Posted

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

  • 3 weeks later...
Posted (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 by Bane Master
Posted (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 by liniul
Posted (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 by Herowynne
Posted
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

Posted

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?

 

 

Posted
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.

Posted
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

 

Posted

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

Posted
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

Posted
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

Posted
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!

Posted
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!

Posted
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.

Posted
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

Posted

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

 

Posted (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 by Bane Master

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