Jump to content

Recommended Posts

Posted
On 5/9/2024 at 3:50 PM, Bane Master said:

Enslave On Load

 

EnslaveOnLoadGame.json Example

 

  Hide contents

The supplied json file contains this text
{
  "enslave_followers_on_load": [],
  "master_types": [
    "bandit camps",
    "warlock lairs",
    "more bandit camps"
  ]
}

 

To enslave Jenassa the vanilla hireling & Aretha Belven from the mod 'Lots More Followers' to a Warlock or a Vampire when the game is loaded the text required would be

{
    "enslave_followers_on_load" :
     [
        "__formData|JNL - Lots More Followers.esp|0x002302",
        "__formData|Skyrim.esm|0xe1ba9"
      ],
    "master_types" :
    [
        "vampire lairs",
        "warlock lairs"
    ]
}

 

 

 

Apologies to trouble you, Having an issue with adding followers on load... pretty sure this is user error. trying to add an espfe follower but its not registering in game? any suggestions. this is currently what my "ONLOAD" file looks like.

{
  "enslave_followers_on_load": 
    [
    "_formData|Janice_follower.esp|fe122807"
    ],
  "master_types": [
    "bandit camps",
    "warlock lairs",
    "more bandit camps"
  ]
}

Posted

Wouldn't followers enslaved on load not show up in th MCM Slavery menu? I have the following in my enslaveonload.json, using two of Faroedestin's followers:

 

 

Spoiler

{
  "enslave_followers_on_load":
  [
    "__formData|Karin_follower.esp|0x813",
    "__formData|Nathalie_follower.esp|0x181A"
  ],
  "master_types": [
    "bandit camps",
    "warlock lairs"
      ]
}

 

Nothing shows up in the MCM, not sure how to validate this

Posted
23 minutes ago, ni1by2 said:

Wouldn't followers enslaved on load not show up in th MCM Slavery menu? I have the following in my enslaveonload.json, using two of Faroedestin's followers:

 

 

  Hide contents

{
  "enslave_followers_on_load":
  [
    "__formData|Karin_follower.esp|0x813",
    "__formData|Nathalie_follower.esp|0x181A"
  ],
  "master_types": [
    "bandit camps",
    "warlock lairs"
      ]
}

 

Nothing shows up in the MCM, not sure how to validate this

never mind it worked the second time.

Posted
On 5/10/2024 at 1:52 AM, Yuni said:

I can't get 1.6 to load in Legendary edition. MCM doesn't show up, even after a reboot. 1.510 worked fine (well the MCM loaded in 1.510, I haven't encountered a slave situation with it yet).

I tried it in LE and had the same situation as you.

Posted
7 hours ago, ni1by2 said:

never mind it worked the second time.

I think i may have experienced the same thing, you said it worked the second time? how did you manage this, and follow up point (just to make sure i have understood correctly) do you mean they showed up in the mcm?

Posted
22 hours ago, Þursona said:


Something else I noticed, when starting Wrye Bash, I get a message like "unrecognized version number" only for FSM 1.600.
Both ASIS and EBD add FSM.esp (and a whole lot of other esps) as a Master after running the patcher. Though the FSM.esp remains active so it should not be causing a CTD due to missing a master.
I'll probably investigate a bit more some time in the future. Maybe I can find the issue and come up with a solution. Either that or wait for another release and see if that magically solves the problem

 

FSM has a Slave Items Merchant NPC in the chest cell, I doubt anything changed between versions, but you should in any case rerun ASIS since it FSM is adding it as a master it's probably adding something to that NPC, likewise EBD is probably touching that NPC too.

 

One of the easier thing you can do, is just add FSM as an exception to ASIS, because the Slave items NPC should not really be interacting with anybody so it's pointless if perks or spells get added to that NPC, if EBD has some sort of exception filter you should also add FSM to that, and then run the patches again so FSM is excluded.

 

if you find that too difficult, disable FSM and then run both patchers, and then re-enable FSM.

Posted
6 hours ago, Luka9470 said:

I tried it in LE and had the same situation as you.

I don't have LE so cannot test this - please post a papyrus log

Posted
14 hours ago, Rosvinar said:

Apologies to trouble you, Having an issue with adding followers on load... pretty sure this is user error. trying to add an espfe follower but its not registering in game? any suggestions. this is currently what my "ONLOAD" file looks like.

{
  "enslave_followers_on_load": 
    [
    "_formData|Janice_follower.esp|fe122807"
    ],
  "master_types": [
    "bandit camps",
    "warlock lairs",
    "more bandit camps"
  ]
}

You have to change the first 2 bytes of the Form ID to 0x (you still have fe) - then it should work.

 

{
  "enslave_followers_on_load": 
    [
    "_formData|Janice_follower.esp|0x122807"
    ],
  "master_types": [
    "bandit camps",
    "warlock lairs",
    "more bandit camps"
  ]
}

Posted
11 hours ago, ni1by2 said:

Wouldn't followers enslaved on load not show up in th MCM Slavery menu

Yes they would

 

11 hours ago, ni1by2 said:

it worked the second time

Glad it's working for you

Posted

I was thinking, the rumor system and all that is trying to interact heavily with the slaves being sold back and forth, then possibly ending up close to you so you can find them again based on the rumors, right? But if the selling chance for the first master, who catches them, is too low, then the is usually a lot of time for the player to go and rescue them before they

get "lost" in the world. Counteractive to this, setting the sell chance too high means that when you hear the rumor, there might not even be enough time to go and get them before they have been moved on.

My suggestion? An extra setting, maybe something like 'initial sell chance increase', which would - based on the player's preference, increase the chance for the first master to sell the slave. It wouldn't make much difference for slaves that you lose through SS, since you don't even know where they are in the first place, and it would add a time crunch for those lost through means like SL Defeat.

Posted
6 hours ago, Bane Master said:

You have to change the first 2 bytes of the Form ID to 0x (you still have fe) - then it should work.

 

{
  "enslave_followers_on_load": 
    [
    "_formData|Janice_follower.esp|0x122807"
    ],
  "master_types": [
    "bandit camps",
    "warlock lairs",
    "more bandit camps"
  ]
}

Directly copied and pasted... but somethings not happy and i cannot work out why. for what ever reason nothing comes up in the mcm. the mod itself works though just not the on load feature which seems a but odd? could there be anything about the followers themselves that maybe stopping the system from working?

Posted
26 minutes ago, Rosvinar said:

could there be anything about the followers themselves that maybe stopping the system from working?

They might be being filtered out for some reason, the easiest way to test that is to recruit them and then use the MCM to enslave them. If you recruit them but they don't appear in the FSM MCM Enslavement followers list then they are not valid.

 

Also - if you have Trace On you can check the Payprus Log (and or upload it here) - FSM will have saved details of enslavement attempts and any problems there.

Posted (edited)
2 minutes ago, Bane Master said:

They might be being filtered out for some reason, the easiest way to test that is to recruit them and then use the MCM to enslave them. If you recruit them but they don't appear in the FSM MCM Enslavement followers list then they are not valid.

 

Also - if you have Trace On you can check the Payprus Log (and or upload it here) - FSM will have saved details of enslavement attempts and any problems there.

thats funny i was just doing exactly that... also yeah, what have i done / how have i broken it XD
 

Capture.JPG

Edited by Rosvinar
Posted (edited)
1 hour ago, RaggaR said:

My suggestion? An extra setting, maybe something like 'initial sell chance increase', which would - based on the player's preference, increase the chance for the first master to sell the slave

You can already set the sell chance for each master type - I typically set bandits to sell after a week or two(after they've had some fun) , other Slavers to sell quickly (within a week - looking for a quick profit) and NPC's to keep their slaves for a while. I also set Vampires to keep their cattle!

 

I think being able to customise escape and sale per master type is probably enough complication but I'm happy to hear what others think!

Edited by Bane Master
Posted
2 minutes ago, Rosvinar said:

what have i done / how have i broken it XD

Ok - FSM is telling you that  "_formData|Janice_follower.esp|0x122807" is a None Actor.

 

Possible reasons for this are 

  • 0x122807 contains a typo
  • 0x122807 is not the correct record, you need the Actor ID given in the Cell record that places her in the world not the NPC (Actor) record
  • The actor is loaded as a temporary cell record not a persistent one (hopefully unlikely in a single follower mod)

SSEEdit is your friend here - find her NPC (Actor) record and then look at the Referenced by tab - you should see the AHCR (Actor) record there.

 

As a working example - if I look up the vanilla hireling Beirand in Skyrim.esm's NPC (Actor) list and sort the "Referenced by" pane by signature I see a Persistent AHCR record at the top that gives Beirand's ID as 000198D8 - so I would need 0x0198D8 in the file.

 

 

Posted (edited)

 

12 minutes ago, Bane Master said:

Ok - FSM is telling you that  "_formData|Janice_follower.esp|0x122807" is a None Actor.

 

Possible reasons for this are 

  • 0x122807 contains a typo
  • 0x122807 is not the correct record, you need the Actor ID given in the Cell record that places her in the world not the NPC (Actor) record
  • The actor is loaded as a temporary cell record not a persistent one (hopefully unlikely in a single follower mod)

SSEEdit is your friend here - find her NPC (Actor) record and then look at the Referenced by tab - you should see the AHCR (Actor) record there.

 

As a working example - if I look up the vanilla hireling Beirand in Skyrim.esm's NPC (Actor) list and sort the "Referenced by" pane by signature I see a Persistent AHCR record at the top that gives Beirand's ID as 000198D8 - so I would need 0x0198D8 in the file.

 

 

So I take it that this is the right one 0x122815 not 0x122807 which is what ive been using. however that big drop down that says Temporary I take it is not good?

 

image.png.1913adca14bea8724f3d5a69859b9a2a.png

Edited by Rosvinar
Posted (edited)
2 minutes ago, Herowynne said:


Yes.

Appreciated, but yeah apparently thats only half the problem something somewhere is still not happy, tried editing what i can in xedit still no dice, follower won't show up in the mcm

 

Edited by Rosvinar
Posted
2 minutes ago, Rosvinar said:

Appreciated, but yeah apparently thats only half the problem something somewhere is still not happy, tried editing what i can in xedit still no dice, follower won't show up in the mcm

 

Unfortunately it's a temporary reference that's why it still won't work - you would have to make it persistent for it to work in FSM

 

There are SSEEdit scripts that can do that - no idea how well they work though, or if there's any other way to fix this specific mod easily.

Posted (edited)
9 minutes ago, Bane Master said:

Unfortunately it's a temporary reference that's why it still won't work - you would have to make it persistent for it to work in FSM

 

There are SSEEdit scripts that can do that - no idea how well they work though, or if there's any other way to fix this specific mod easily.

oof that really unfortunate, the follower comes from Farodadestin, who has a pretty large collection of HPH followers, trouble is looking at it if they all work the same way, it will invalidate all of them, as all of them are seemingly temporary.

without the use of the script do you know how would i go about manually making them persistent?

Edited by Rosvinar
Posted
19 minutes ago, Rosvinar said:

it will invalidate all of them, as all of them are seemingly temporary.

Unfortunately yes - it invalidates them from enslave_on_load. Once they are loaded in game and following you they will be available for other FSM slavery events as at that point they are valid Actors.

 

20 minutes ago, Rosvinar said:

without the use of the script do you know how would i go about manually making them persistent?

I'm afraid I don't - hopefully somebody better at CK stuff reading this will be able to advise 

Posted
9 minutes ago, Bane Master said:

Unfortunately yes - it invalidates them from enslave_on_load. Once they are loaded in game and following you they will be available for other FSM slavery events as at that point they are valid Actors.

 

I'm afraid I don't - hopefully somebody better at CK stuff reading this will be able to advise 

welp... there goes that plan, thank you for spending the time helping me try to sort this though, ill ask around on discord and places, maybe someone can has a way to fix it. it maybe worth me sticking a post on there patreon you never know maybe they'd be up for making future followers set as persistent 

Posted (edited)
42 minutes ago, Bane Master said:

Unfortunately yes - it invalidates them from enslave_on_load. Once they are loaded in game and following you they will be available for other FSM slavery events as at that point they are valid Actors.

 

I'm afraid I don't - hopefully somebody better at CK stuff reading this will be able to advise 

Ok i maybe about to complete crash my game but im going to test a theory if i load a copy of the skyrim.esm with a cell edit and copy of the follower in it maybe it will register.

Edit: well it may have been a long shot but it was worth a go. can confirm adding a reference to the base skyrim esm doesnt effect it either. although that could just be caused by the skyrim.esm being overwritten by too many things, i dont know. im usually decent with xedit but there are still a few things i have no understanding of.

 

 

Edited by Rosvinar
Posted (edited)
1 hour ago, Bane Master said:

Unfortunately yes - it invalidates them from enslave_on_load. Once they are loaded in game and following you they will be available for other FSM slavery events as at that point they are valid Actors.

 

I'm afraid I don't - hopefully somebody better at CK stuff reading this will be able to advise 

Apologies but you may have figured already that i would ask this, is there any chance in future update to find a way to add the functionality for it to work on "temporary" flags? I'm aware this maybe impossible but for the most part i have no clue of what the limitations are. again I appreciate your patience with trying to help solve the matter.

instead of cluttering up this chat more than i already have done ill just edit this one.

Edit: followed the procedure again, went back over the messages and screenshot, something odd. this won't work on base game Janessa either, is it possible something else is wrong? for context im on SE 1.5.97 incase thats relevent.  

Edited by Rosvinar
Posted

I have a suggestion that there can be more ways to redeem, or if it cannot be redeemed for a period of time, Or perhaps the attendants and masters have already married,it will give a more NTR feeling

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...