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Posted
18 minutes ago, Bane Master said:

This has been suggested previously but if it were to happen it needs to be done by the author on the FGOT side.

 

FSM provides an API that allows Mod Authors to enslave followers with just a couple of lines of papyrus code.

 

 

I see well thanks for the response

Posted (edited)
4 hours ago, Bane Master said:

This is working as intended - You only see the Ragged robe because that's the only valid female outfit in the Outfit file as you don't have dD or Toys.

 

FSM is not dependant on dD or TS so this isn't an issue - it just ignores those outfits

 

You can add any other outfit you prefer to the Outfits file. If you disable all outfits it leaves the follower naked  whilst enslaved.

can you add a toggle to the slave outfit script so that it does not change their outfit when turned off?

Edited by casto
Posted

Could you add a toggle to the slave outfit script so that it does not change their outfit when turned off?I'd really like to see followers enslaved in clothes that I assign myself without having to modify the .json file.

 

Posted
On 7/3/2024 at 10:37 AM, phobos33 said:

Can you add integration for the chance of group sex for the enslaved followers?

 

19 hours ago, Castoli said:

can you add a toggle to the slave outfit script so that it does not change their outfit when turned off?

 

49 minutes ago, htefefew said:

Could you add a toggle to the slave outfit script so that it does not change their outfit when turned off?I'd really like to see followers enslaved in clothes that I assign myself without having to modify the .json file.

 

 

I'll take a look - I'm about to release a new version, if there is a simple solution for these requests I'll add them, otherwise they may have to wait for a future release

Posted
21 hours ago, Bane Master said:

 

 

 

I'll take a look - I'm about to release a new version, if there is a simple solution for these requests I'll add them, otherwise they may have to wait for a future release

Thanks dude

Posted

What's New in Version 1.611

Released 

  • Added MCM toggle to disable FSM handling  of slave outfits - Be aware this disables all FSM stripping and outfits
  • Added slave group sex scenes for Sexlab users (Toys & Love does not support NPC/NPC groups) - chance configurable in the slavery Menu
Posted (edited)

after updating the mod ALL the options in every section were set to 0. I brought them back to functional values just by using the sliders, however, all the other options where it cycles between values when clicking remain blank and do not change.

Spoiler

image.png.add369ee07f5741ce2cce83d3f9f4c98.png

Spoiler

image.png.170576ce9de941f91d7952fbadd80aaf.png


Another thing, will the Simple Defeat mod get it's own patch? even a placebo toggle will doimage.png.2edfe515633818f8db121e545a3e9216.png

Edited by Castoli
Posted (edited)

Hello,

 

I am just trying to ensure that I am using the correct version of the unofficial Defeat update and the Dynamic Defeat Patch.

 

When I click on the link for Sexlab Defeat V5.3.6 Bane 24112021 in this mod's description, I am taken to a page of the Defeat forum with no downloads. On the previous page of that forum, there is a post with a download for Defeat V5.3.6 Bane 20032024, but since that has a different number at the end, I am wondering whether that is an earlier version, even though they are both 5.3.6.

 

Likewise, the link to Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) in this mod's description takes me to the same page of the defeat forum with no downloads, though again, on the previous page there is a download for Dynamic Defeat LRG Patch V1.6.3.

 

So where do I find Defeat V5.3.6 Bane 24112021, as opposed to Defeat V5.3.6 Bane 20032024 and Dynamic Defeat LRG Patch V1.4 as opposed to Dynamic Defeat LRG Patch V1.6.3?

 

Thanks for your help.

Edited by Ajax0011
Posted
6 hours ago, Castoli said:

after updating the mod ALL the options in every section were set to 0. I brought them back to functional values just by using the sliders, however, all the other options where it cycles between values when clicking remain blank and do not change.

No other reports of this yet (with about 275 D/Ls of the update) so it might be a problem with your game - post a script log of the update installing for the first time and I'll see if I can spot anything

Posted
1 hour ago, Ajax0011 said:

So where do I find Defeat V5.3.6 Bane 24112021, as opposed to Defeat V5.3.6 Bane 20032024 and Dynamic Defeat LRG Patch V1.4 as opposed to Dynamic Defeat LRG Patch V1.6.3?

 

Those versions are compatible - I've added + to the OP file descriptions so that folks can tell that later versions are OK, sorry for the confusion.

Posted
6 hours ago, Castoli said:

Another thing, will the Simple Defeat mod get it's own patch? even a placebo toggle will do

Unlikely - now that FSM has a fully functional API I don't plan any more patches, it's up to mod authors add FSM enslavement to their mod if they want to.

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

No other reports of this yet (with about 275 D/Ls of the update) so it might be a problem with your game - post a script log of the update installing for the first time and I'll see if I can spot anything

it's ok, i managed to get it running again 

Spoiler

image.png.f609445563eadf5eb963a3322d5bd7bb.png

 

Edited by Castoli
Posted
On 7/7/2024 at 5:40 PM, Bane Master said:

 

Those versions are compatible - I've added + to the OP file descriptions so that folks can tell that later versions are OK, sorry for the confusion.

 

No problem. Thank you for the clarification!

Posted
On 2024/7/7 at PM9点41分, Bane Master said:

1.611 版中的新增功能 

发布 现在

  • 添加了 MCM 切换以禁用 FSM 处理从属装备 - 请注意,这会禁用所有 FSM 剥离和装备
  • 为 Sexlab 用户添加了奴隶群交场景(Toys & Love 不支持 NPC/NPC 群组)——可在奴隶菜单中配置机会

You are my god!

Posted (edited)

I'm running into an issue with followers with custom frameworks, such as coralyn by Coldsun, don't get dismissed when they're enslaved. They do get enslaved and all, but they still think they're followers. You also can't manually enslave them because they don't show up in the list. This causes a problem if the slaves are freed from having too many slaves, they just teleport back instantly. Similar issue with Koemia

Edited by johnhamm
Posted (edited)
54 minutes ago, johnhamm said:

I'm running into an issue with followers with custom frameworks, such as coralyn by Coldsun

Unfortunately Coldsun's followers are highly scripted (Coralyn for example has 154 scripts) and have "Custom AI, Spells, Combat" - as such they are  incompatible with FSM as their built in/scripted custom mechanics will break FSM Slavery.

Edited by Bane Master
Posted

Apologies: English is not my native language。

report bug: I used the crosshair selection mode to manually select the bandit as the master of my follower.Everything was working fine at first, but after I left the cell and re-entered, I found that all the NPCs in the cell include the master of the slave and normal bandits (except the enslaved followers) disappeared, and exiting the cell ,wait for more than 24 hours and re-entering had no effect, and the follower dialogue showed that they were still enslaved.

Posted
On 7/8/2024 at 4:18 AM, Castoli said:

it's ok, i managed to get it running again 

  Reveal hidden contents

image.png.f609445563eadf5eb963a3322d5bd7bb.png

 

How did you manage to do that, I am experiencing the same problem where cycle between values when clicking remain blank and they do not change.

Posted
2 hours ago, gizos said:

How did you manage to do that, I am experiencing the same problem where cycle between values when clicking remain blank and they do not change.

image.png.914365eb3e58a3cf062d3c5b0b408213.png

I disabled "Follower Slavery Mod.esp", loaded my save and made sure that there was no MCM menu of the mod. Then i saved after 10 seconds (so that all my other mods finished doing their startup thing) and closed the game.

After that i re-enabled "Follower Slavery Mod.esp" and loaded my save again, at that point the mod's MCM reappeared in it's initial state where there's an install button. 
After installing everything worked like normal

Posted (edited)
3 hours ago, Castoli said:

image.png.914365eb3e58a3cf062d3c5b0b408213.png

I disabled "Follower Slavery Mod.esp", loaded my save and made sure that there was no MCM menu of the mod. Then i saved after 10 seconds (so that all my other mods finished doing their startup thing) and closed the game.

After that i re-enabled "Follower Slavery Mod.esp" and loaded my save again, at that point the mod's MCM reappeared in it's initial state where there's an install button. 
After installing everything worked like normal

Thanks for the fast reply but when I disable the esp MCM menu is still there, how do I make it go away?

 

UPDATE/

Nevermind, used the

  1. setstage SKI_ConfigManagerInstance 1

thanks for the help it all works wonderfully now.

Edited by gizos
Found the solution
Posted
On 7/7/2024 at 7:11 PM, Bane Master said:

What's New in Version 1.611

Released Just now

  • Added MCM toggle to disable FSM handling  of slave outfits - Be aware this disables all FSM stripping and outfits
  • Added slave group sex scenes for Sexlab users (Toys & Love does not support NPC/NPC groups) - chance configurable in the slavery Menu

Please add a feature by which we can register NPCs as masters just the follower get registered as slaves by talking to them. More like a cross hair method or something. Also in turn add a "custom master" besides the default types of masters(bandit, vampire, etc)

Posted (edited)
1 hour ago, phobos33 said:

Also in turn add a "custom master" besides the default types of masters(bandit, vampire, etc)

FSM already supports adding custom groups to the Masters File - just add your new group under actors and add the NPCs you want - bear in mind that FSM will check that any added actors are valid masters before using them. This will also work for adding a Custom location group(s) under locations.

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

FSM already supports adding custom groups to the Masters File - just add your new group under actors and add the NPCs you want - bear in mind that FSM will check that any added actors are valid masters before using them. This will also work for adding a Custom location group(s) under locations.

That's by the method of adding them IDs in the masters.json . Alot of actors are incompatible through this method like Followers and NPCs of temporary Cell.

 

From my experience even NPCs of Temporary references become masters while in-game combat aftermaths. So I requested a crosshair/dialogue registration of eligibility like you created for followers to become valid slaves.

Posted

report bug: I used the crosshair selection mode to manually select the bandit as the master of my follower.Everything was working fine at first, but after I left the cell and re-entered, I found that all the NPCs in the cell include the master of the slave and normal bandits (except the enslaved followers) disappeared, and exiting the cell ,wait for more than 24 hours and re-entering had no effect, and the follower dialogue showed that they were still enslaved.

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