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Posted
On 7/27/2024 at 2:33 PM, Bane Master said:

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.

The captor isn't from any list at all, he's a random bandit. Last I checked even after enabling the slave to be sold to a new master at 100% chance, she's still hanging around him after 2 days.. 

Posted (edited)
On 7/29/2024 at 7:54 AM, phobos33 said:

The captor isn't from any list at all, he's a random bandit.

How exactly was the Follower captured? By an aggressor following a Defeat scene or some other method?  Were you and the Follower involved or just the Follower?

 

Random masters who are not in a group use the "NPC Male" settings for Selling or Escape

Edited by Bane Master
Posted
On 7/30/2024 at 3:37 PM, Bane Master said:

How exactly was the Follower captured? By an aggressor following a Defeat scene or some other method?  Were you and the Follower involved or just the Follower?

 

Random masters who are not in a group use the "NPC Male" settings for Selling or Escape

By the defeat scene, the follower was near me and I was in stealth so the enemy couldn't see me.

Posted
9 hours ago, phobos33 said:

By the defeat scene, the follower was near me and I was in stealth so the enemy couldn't see me.

I have tested enslaving a Follower to a random bandit and setting the "NPC male" (which will be used if the Master isn't a member of any FSM Master Group) sell chance to 100% and it works fine in my testing so I'm not sure what to suggest - any errors showing in your script log?

 

@FSM_Users  - Anyone else having this issue?

Posted
1 hour ago, Bane Master said:

I have tested enslaving a Follower to a random bandit and setting the "NPC male" (which will be used if the Master isn't a member of any FSM Master Group) sell chance to 100% and it works fine in my testing so I'm not sure what to suggest - any errors showing in your script log?

 

@FSM_Users  - Anyone else having this issue?

 

Sometimes selling definitely takes longer than it should but it does sell eventually. When I set it to 100% chance to sell per day it can still be several days before they get sold. No idea why, but I usually just do something else if im waiting on that. I've never noticed the way that the follower was enslaved to have an effect on this though

Posted
42 minutes ago, johnhamm said:

Sometimes selling definitely takes longer than it should but it does sell eventually. When I set it to 100% chance to sell per day it can still be several days before they get sold.

I have found that even when sold it was sometimes taking a while for the follower to relocate to their new Master and the MCM to update - I have (hopefully) improved this in the upcoming version.

Posted

Hi,

I'm having an issue on 1.611 SE.
I tested enslavement using crosshair.

Follower got enslaved & outfit applied, but the slave just walks away from master until she no longer visible.

If I use wait in game, the slave got teleported back to master but then walks away again.

No sexlab event triggered at all.

I'm attaching the log.
 

Thanks

Papyrus.0.log

Posted
1 hour ago, elden_beast said:

Follower got enslaved & outfit applied, but the slave just walks away from master until she no longer visible.

If I use wait in game, the slave got teleported back to master but then walks away again.

It sounds like FSM's slavery package is being overridden. This can happen with scripted followers, and I suspect Aela the Huntress falls into that category - at least until you complete the whole companions questline and she becomes a 'proper' follower  ( Serana is also good example of this).

 

Custom followers from other mods with their own behaviour packages can also have this issue.

 

Finally if you are using Nether's Follower framework there is a behaviour conflict if followers have a Home Base set - the good news is that this particular issue will be fixed in the upcoming FSM release.

Posted
58 minutes ago, Bane Master said:

Finally if you are using Nether's Follower framework there is a behaviour conflict if followers have a Home Base set - the good news is that this particular issue will be fixed in the upcoming FSM release.

Oh on my case its caused by My Home is Your Home, works fine now after disabling it.

Thanks!

Posted
On 8/1/2024 at 7:13 PM, Bane Master said:

I have found that even when sold it was sometimes taking a while for the follower to relocate to their new Master and the MCM to update - I have (hopefully) improved this in the upcoming version.

If you could, then could I make a request to add a dialogue to the selling master after he sold the slave? Not that he knows the name of the buyer he just sold the slave to who ever wanted for whatsoever purpose

Posted
On 8/2/2024 at 9:40 PM, phobos33 said:

If you could, then could I make a request to add a dialogue to the selling master after he sold the slave? Not that he knows the name of the buyer he just sold the slave to who ever wanted for whatsoever purpose

Unfortunately as far as I can see this is a complex task so it's unlikely to happen any time soon - If I can come up with a simple solution then I'll see about adding it

Posted
1 hour ago, muhavaux33 said:

Is there a way to make it so that when my followers are enslaved they are also restrained using zaz or DD restraints?

If you have dD, Zaz and FSM correctly installed then this should already be happening - it's a core function of FSM

 

If Followers are being enslaved and not getting any outfits then, assuming you didn't disable all the outfits in the MCM (or make a mistake editing the Outfits JSON file), something is wrong - post a script log of an esnlavement event and I'll take a look.

Posted

Not sure if this has been asked ( probably), but is it possible to make integration with PAHE? So when you buy a slave, or kill his/her owner, you get the same dialogue prompt when you defeated/enslaved npc? 

Maybe a small modification when it is your spouse/or former follower? ( something like.."since you were so easily captured, I see I will have to manage your training personally")

 

Posted
1 hour ago, Kanerah said:

Not sure if this has been asked ( probably), but is it possible to make integration with PAHE? So when you buy a slave, or kill his/her owner, you get the same dialogue prompt when you defeated/enslaved npc? 

Maybe a small modification when it is your spouse/or former follower? ( something like.."since you were so easily captured, I see I will have to manage your training personally")

 

That would be something that would be added via PAHE if the author wishes.

 

Registering for FSM's "fsm_SlaveFreed" Mod event in PAHE would provide both the Slave Actor freed and whether they have been recruited to the player on release. With that information they can then run whatever processes they need to recruit the into PAHE in the way you suggest.

Posted
7 minutes ago, Bane Master said:

That would be something that would be added via PAHE if the author wishes.

 

Registering for FSM's "fsm_SlaveFreed" Mod event in PAHE would provide both the Slave Actor freed and whether they have been recruited to the player on release. With that information they can then run whatever processes they need to recruit the into PAHE in the way you suggest.

 

@Kanerah

 

If I can chip in here, PAHE isn't seeing too much in the way of change now

 

You'd be better asking about/for this on the Diary of Mine mod thread

 

DQW

Posted
16 hours ago, Bane Master said:

That would be something that would be added via PAHE if the author wishes.

 

Registering for FSM's "fsm_SlaveFreed" Mod event in PAHE would provide both the Slave Actor freed and whether they have been recruited to the player on release. With that information they can then run whatever processes they need to recruit the into PAHE in the way you suggest.

I've little experience with scripting, but how hard is this do on my own? It seems that this mod, after paying slave or killing current master, immediately "hooks" npc into follower system, like you just recruiting them. With PAHE, I'm guessing it does it by adding npc to it's slave faction. Is this simply a matter of modifying one of this mod's scripts?

Posted (edited)
10 hours ago, Kanerah said:

Is this simply a matter of modifying one of this mod's scripts?

It's not as simple as you think assuming you want dialogue as in your original question. It's much better handled from the PAHE side as that's the functionality you want, all you need from FSM is to know which slave you just freed and that they are now your follower which is what the "fsm_SlaveFreed" ModEvent does.

Edited by Bane Master
Posted
11 hours ago, tmam said:

Will this mod work with SL Defeat Baka edition?

 

The answer to your question is on the OP

 

"The SL Defeat Plugin was developed using SL Defeat V5.3.6 Bane 24112021 and is compatible with the Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by AndrewLRG

It has not been tested with other versions of SL Defeat but should be compatible so long as Followers are assaulted after being defeated."

 

Posted (edited)

Is there any faster way to set multiple races as slaver races in the Utility.json? I have some other creature mods installed and I want to set their race as slaver races, but it would take hours to just add formIDs in the Utility.json.

Edited by Schatten517
Posted
1 hour ago, Schatten517 said:

Is there any faster way to set multiple races as slaver races in the Utility.json? I have some other creature mods installed and I want to set their race as slaver races, but it would take hours to just add formIDs in the Utility.json.

Afraid each race needs to be added individually - if you have SSEEdit open alongside Utility.json then copying and pasting the Race formID's can be done pretty quickly

Posted
9 hours ago, Schatten517 said:

Is there any faster way to set multiple races as slaver races in the Utility.json? I have some other creature mods installed and I want to set their race as slaver races, but it would take hours to just add formIDs in the Utility.json.

 

You can use Xedit to find the IDs of the races that are added from mods. It only took me about 20 minutes to add a bunch of races from demonic creatures as owners

Posted
9 hours ago, Bane Master said:

Afraid each race needs to be added individually - if you have SSEEdit open alongside Utility.json then copying and pasting the Race formID's can be done pretty quickly

Thanks for the reply. I also found that some creatures have multiple race IDs in the SSEedit, such as the draugrs of Skyrim.esm. In this case, should I only add one of the IDs to make it all effective, or do I have to copy and paste each of them?

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