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Posted
2 hours ago, htefefew said:

the follower dialogue showed that they were still enslaved.

This implies that the Master is disabled or deleted.

 

What was the Master's RefID

Posted
4 hours ago, phobos33 said:

even NPCs of Temporary references become masters while in-game combat aftermaths.

Yes - if the Temporary Reference is loaded it can become a master, which places it in An FSM ReferenceAlias making it persistent until the slave is released. Unloaded Temp ref's cannot be masters.

 

Also there is a risk that such Temp Refs may be force disabled or deleted by their owning Mod (see the query above) which ofc would break FSM

Posted
4 hours ago, htefefew said:

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.

 

Was this using OBIS by any chance?

Posted
19 hours ago, Bane Master said:

这意味着 Master 已被禁用或者删除。

 

硕士的 RefID 是什么

I choose the enemy bandit in Cragslane Cavern as the master, for example the butcher RefID 000D81FB, BaseID 000D823E.

Posted
10 minutes ago, htefefew said:

No, it's the enemies in Cragslane Cavern。Is OBIS incompatible with this mod?

 

It is compatible, I use it with this mod, but turning off body despawning in OBIS helps prevent issues

Posted
51 minutes ago, johnhamm said:

body despawning in OBIS

This is exactly the sort of function that could break FSM Slavery - so yes, it needs to be disabled

Posted

Hi, I don’t know if it’s a problem only on my side, but when using Nether’s Follower Framework (NFF) and assigning a follower to a home base, the enslaved follower will always try to move to the set location instead of sandboxing around the master.

The follower will sometimes teleport back to the master if I fast travel around, but will continue back to the set home base. The only fix I have found is to remove the affected follower from the home base when it’s enslaved.

Posted
8 hours ago, Bane Master said:

This is exactly the sort of function that could break FSM Slavery - so yes, it needs to be disabled

Thanks

 

That's good to know

 

Maybe worth a mention on the front page on next version release?

 

DQW

Posted
On 7/13/2024 at 11:57 AM, ofenbackfisch said:

Hi, I don’t know if it’s a problem only on my side, but when using Nether’s Follower Framework (NFF) and assigning a follower to a home base, the enslaved follower will always try to move to the set location instead of sandboxing around the master.

The follower will sometimes teleport back to the master if I fast travel around, but will continue back to the set home base. The only fix I have found is to remove the affected follower from the home base when it’s enslaved.

This sounds like an issue with NFF's "Go Home" package overriding FSM's slavery package - at some point I'll take a look and see if I can unset it via NFF at enslavement and restore it at release.

Posted
On 7/15/2024 at 3:44 PM, Bane Master said:

This sounds like an issue with NFF's "Go Home" package overriding FSM's slavery package - at some point I'll take a look and see if I can unset it via NFF at enslavement and restore it at release.

Yeah that seems to be the issue. I changed all the quest priorities of Follower slavery mod from 90 to 99, so that it has a higher priority than the NFF Go Home quest Package, which was set to 98 in Creation kit. I played around a little bit and i think nothing in you mod is broken, but i can me mistaken. The enslaved follower now keeps sandboxing around the master like it should.

Posted (edited)
1 hour ago, ofenbackfisch said:

I played around a little bit and i think nothing in you mod is broken, but i can me mistaken. The enslaved follower now keeps sandboxing around the master like it should.

In the upcoming release I have added functions to remove and save the Follower's NFF home base on enslavement and restore it when they are freed so the NFF go home package will no longer cause issues in FSM.

Edited by Bane Master
Posted
2 hours ago, htefefew said:

Have you considered increasing the maximum number of people that a FSM can manage simultaneously? For example, 100?

What do you mean by manage? If you are referring to the number of slave slots, it's unlikely I will increase the number of slave slots beyond the current 10 due to the script load involved and level of complexity.

Posted

So I just noticed that the enslaved followers don't get sold to another NPC who isn't in the master list like "npc male" can you make it possible that any npc that has a slave sells her to a master from respective enabled masters list?

Posted
4 hours ago, phobos33 said:

So I just noticed that the enslaved followers don't get sold to another NPC who isn't in the master list like "npc male"

 

I'm not sure what you mean -  slaves are sold to a random master selected from the entire master pool including "npc male"(s).

Posted

Sorry if this has been asked before, but I've run into an issue. I was using Eris from Light and Shade, which is a follower with a custom package. I also use NFF for other non-custom followers. Eris was enslaved, and now when I buy her back she gets forced into NFF which is breaking her AI, even after purging her from NFF. I've tried using the console to open her inventory and give her the NFF ignore token but it doesn't seem to do prevent her from being added to NFF.

 

Is there any way to prevent her from getting added to NFF when freed or is this a reload a save situation? And if it's the latter is there a way to blacklist followers from this mod?

Posted
6 hours ago, phalancks said:

Is there any way to prevent her from getting added to NFF when freed

If you free her by paying or stealing she will automatically be recruited to your follower framework, but to avoid this you can free her using the MCM and she won't be recruited as your follower

Posted
14 hours ago, Bane Master said:

 

I'm not sure what you mean -  slaves are sold to a random master selected from the entire master pool including "npc male"(s).

My follower got captured by a random bandit, but she doesn't get sold to a master from "npc males" which is the only (customised)list I use.... 

Posted
6 hours ago, phobos33 said:

My follower got captured by a random bandit, but she doesn't get sold to a master from "npc males" which is the only (customised)list I use.... 

The new master will be randomly selected from the currently activated lists - this uses the same logic as using Random Actor enslavement via the MCM (or the API).

 

If all you have activated is npc males and bandits (I assume bandits as you said it was a bandit master originally) then the new master will be from one of those groups, if other groups are also activated then they would be included too.

Posted
14 hours ago, Bane Master said:

The new master will be randomly selected from the currently activated lists - this uses the same logic as using Random Actor enslavement via the MCM (or the API).

 

If all you have activated is npc males and bandits (I assume bandits as you said it was a bandit master originally) then the new master will be from one of those groups, if other groups are also activated then they would be included too.

No, I don't have bandits enabled. In fact the bandit that captured my follower isn't even added in the Bandits list. The only masters enabled from the "List" is npc males.

Posted (edited)
On 7/26/2024 at 1:37 PM, phobos33 said:

The only masters enabled from the "List" is npc males

In which case the sale will be to a random master from that group - if you have added other bandits to that group beside the current master they will be also included.

Edited by Bane Master
Posted

How exactly does the rumor system work? Because it's been 5 days and I haven't really heard any rumors from innkeepers and such. Hell, I don't even know if this mod is working correctly. In order to test it I'm using practical defeat. My follower was defeated, followed by my character, and then the event "left to death" triggered for me and my follower was nowhere to be seen again. I didn't get any notifications or messages such as "your follower has been taken/kidnapped", and I don't even know if we're supposed to get any.

Posted (edited)
4 hours ago, muhavaux33 said:

and I don't even know if we're supposed to get any.

If you were "left for dead" then you should see a "<Follower> has been enslaved..." notification - but its easy to check if they are, just look at the drop down list of slaves on the Enslavement page of the MCM.

 

Rumours appear after a random time interval (again a setting in the MCM) - if your ex-follower is enslaved by a non-hostile master then you will see innkeepers have a topic to ask about them, if they are enslaved by hostiles then Hold guards have the rumour but only in the hold the slave is in.

 

If you want to know where the slave is without searching, select them in the Slave dropdown and click reveal for their hold or location 

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

If you were "left for dead" then you should see a "<Follower> has been enslaved..." notification - but its easy to check if they are, just look at the drop down list of slaves on the Enslavement page of the MCM.

 

Rumours appear after a random time interval (again a setting in the MCM) - if your ex-follower is enslaved by a non-hostile master then you will see innkeepers have a topic to ask about them, if they are enslaved by hostiles then Hold guards have the rumour but only in the hold the slave is in.

 

If you want to know where the slave is without searching, select them in the Slave dropdown and click reveal for their hold or location 

Thanks for the quick answer. This is useful information.

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